<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-8234951230122997884.post203838808127719395..comments</id><updated>2011-02-23T13:23:21.815-05:00</updated><category term='cgfx'/><category term='maya'/><category term='hlsl'/><category term='mel'/><category term='renderman'/><category term='news'/><category term='photoshop'/><category term='pymel'/><title type='text'>Comments on blog.leocov.com: lcUberShader_1.4.cgfx – maya realtime shader</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://blog.leocov.com/feeds/203838808127719395/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html'/><author><name>Leonardo Covarrubias</name><uri>https://profiles.google.com/106371116797152688933</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh3.googleusercontent.com/-LW3btooPitY/AAAAAAAAAAI/AAAAAAAAAmo/yF1zD_hXphw/s512-c/photo.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>17</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-1640421685825551150</id><published>2011-02-23T13:23:21.815-05:00</published><updated>2011-02-23T13:23:21.815-05:00</updated><title type='text'>@Jester - I&amp;#39;ll post an update in a few hours, ...</title><content type='html'>@Jester - I&amp;#39;ll post an update in a few hours, I have a version in the works using 3 point lights along with 3 directional lights.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/1640421685825551150'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/1640421685825551150'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1298485401815#c1640421685825551150' title=''/><author><name>Leo</name><uri>http://www.blogger.com/profile/04153191459195687236</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_ondEZc7yU8s/TSobbBT54ZI/AAAAAAAAAXo/GUc94mo1-MA/S220/leo_02_250x250.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1746051972'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-3623592934699358505</id><published>2011-02-23T11:05:03.088-05:00</published><updated>2011-02-23T11:05:03.088-05:00</updated><title type='text'>Hello! I tried to incoroprate this beauty into the...</title><content type='html'>Hello! I tried to incoroprate this beauty into the Softimage pipeline and it works like a charm. All I need to know, how to use pointlights, instead of directionals and spots. I have connected the light direction parameters to light0, light1, light2 in the scene, if they exist, but our artists would like to rather use pointlight, it&amp;#39;s easier tothem move pont lights around the scene than rotating directional lights.&lt;br /&gt;&lt;br /&gt;Thanks!</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/3623592934699358505'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/3623592934699358505'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1298477103088#c3623592934699358505' title=''/><author><name>Jester</name><uri>http://www.blogger.com/profile/04307924102892861660</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='25' height='32' src='http://1.bp.blogspot.com/__owqM2BATc8/THEO5L2F18I/AAAAAAAAAoM/Q3D3Nhh5lq4/S220/20100701-IMGP2652-1.JPG'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1962978952'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-6835098480298485951</id><published>2010-11-05T14:16:19.020-04:00</published><updated>2010-11-05T14:16:19.020-04:00</updated><title type='text'>Leo, a workaround for the technique selection bug ...</title><content type='html'>Leo, a workaround for the technique selection bug is to disable the layout update after the technique selection, here&amp;#39;s a patch that achieves that:&lt;br /&gt;&lt;br /&gt;--- maya/scripts/2011/AEcgfxShaderTemplate.mel  Thu Nov  4 19:10:43 2010        (r3497)&lt;br /&gt;+++ maya/scripts/2011/AEcgfxShaderTemplate.mel  Thu Nov  4 19:52:51 2010        (r3498)&lt;br /&gt;@@ -727,8 +727,8 @@&lt;br /&gt;    // When &amp;quot;technique&amp;quot; attribute is changed, select corresponding button&lt;br /&gt;    // and rebuild our varying parameter list&lt;br /&gt;    $sCmd = &amp;quot;AEcgfxShader_techniqueUpdate &amp;quot; + $gAEcgfxShader_iLayout;&lt;br /&gt;-    $sCmd += &amp;quot;; evalDeferred \&amp;quot;AEcgfxShader_paramLayoutRebuild &amp;quot; + $gAEcgfxShader_iLayout + &amp;quot; 1; &amp;quot; +&lt;br /&gt;-                   &amp;quot;AEcgfxShader_vertexAttributeUpdate &amp;quot; + $gAEcgfxShader_iLayout + &amp;quot; 1 0\&amp;quot;&amp;quot;;&lt;br /&gt;+    //$sCmd += &amp;quot;; evalDeferred \&amp;quot;AEcgfxShader_paramLayoutRebuild &amp;quot; + $gAEcgfxShader_iLayout + &amp;quot; 1; &amp;quot; +&lt;br /&gt;+    //     &amp;quot;AEcgfxShader_vertexAttributeUpdate &amp;quot; + $gAEcgfxShader_iLayout + &amp;quot; 1 0\&amp;quot;&amp;quot;;&lt;br /&gt;    scriptJob -parent clTechnique&lt;br /&gt;              -replacePrevious&lt;br /&gt;              -killWithScene&lt;br /&gt;&lt;br /&gt;Technique selection is still broken when the shader is reloaded, so this is not really the root of the problem, just a workaround.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/6835098480298485951'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/6835098480298485951'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1288980979020#c6835098480298485951' title=''/><author><name>castano</name><uri>http://www.blogger.com/profile/08088335278984724562</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://4.bp.blogspot.com/_E12rcGAQG8s/SeYonhA93kI/AAAAAAAAAMw/URM7HEd4wXo/s1600-R/avatar.php%3Fgravatar_id%3D9a740f94e6da659e898343d0af1ddf56'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1396631935'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-8998564493778114290</id><published>2010-08-04T13:16:10.049-04:00</published><updated>2010-08-04T13:16:10.049-04:00</updated><title type='text'>this should get you started:
http://www.cgbootcamp...</title><content type='html'>this should get you started:&lt;br /&gt;http://www.cgbootcamp.com/tutorials/2010/1/4/maya-realtime-viewport-shaders.html</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/8998564493778114290'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/8998564493778114290'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1280942170049#c8998564493778114290' title=''/><author><name>Leo</name><uri>http://www.blogger.com/profile/04153191459195687236</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_ondEZc7yU8s/TDJYkvU4naI/AAAAAAAAAQs/IlZBBAp7ggc/S220/leo_01_250x250.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1746051972'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-6716073352177641931</id><published>2010-08-04T12:58:04.233-04:00</published><updated>2010-08-04T12:58:04.233-04:00</updated><title type='text'>Hi Leo, 
I am not very familiar with shaders in ma...</title><content type='html'>Hi Leo, &lt;br /&gt;I am not very familiar with shaders in maya, If its possible can u explain how to use that in maya.&lt;br /&gt;&lt;br /&gt;Means if i download ur shader, it is coming like a text file in another browser window ....i dont know how can we execute that shader in maya...how to add that into the hypershade ? &lt;br /&gt;&lt;br /&gt;Sorry ....if this is a very basic thing i am asking...&lt;br /&gt;&lt;br /&gt;I am really curious to use your shaders.&lt;br /&gt;&lt;br /&gt;Thanking u in advance&lt;br /&gt;Iniyan</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/6716073352177641931'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/6716073352177641931'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1280941084233#c6716073352177641931' title=''/><author><name>iniyan</name><uri>http://www.blogger.com/profile/16647905479171171674</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-777638230'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-7216218611124102762</id><published>2010-07-28T10:13:20.490-04:00</published><updated>2010-07-28T10:13:20.490-04:00</updated><title type='text'>I have (hopefully) fixed the type-cast error.  The...</title><content type='html'>I have (hopefully) fixed the type-cast error.  These things are sometimes dependent on drivers and hardware as well as the version of Maya - I dont have 2008 to test with.  The &amp;#39;MaxAnisotropy&amp;#39; error you are getting is dependant on your machine and configuration, most likely your graphics card not supporting the anisotropic texture filtering.  I wont remove those lines by default, as they work for most users - but you can comment out the lines indicated and that error will go away (lines 136,303).&lt;br /&gt;Download link remains the same.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/7216218611124102762'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/7216218611124102762'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1280326400490#c7216218611124102762' title=''/><author><name>Leo</name><uri>http://www.blogger.com/profile/04153191459195687236</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_ondEZc7yU8s/TDJYkvU4naI/AAAAAAAAAQs/IlZBBAp7ggc/S220/leo_01_250x250.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1746051972'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-7930333703617515810</id><published>2010-07-23T01:00:14.485-04:00</published><updated>2010-07-23T01:00:14.485-04:00</updated><title type='text'>Nice shaders btw, but I seem to be running into a ...</title><content type='html'>Nice shaders btw, but I seem to be running into a problem with this shader.  I keep getting this error? Any ideas? BTW I&amp;#39;m running maya 2008.&lt;br /&gt;&lt;br /&gt;// cgfxShaderNode::cgErrorCallBack // &lt;br /&gt;// Error: CG ERROR : Invalid parameter handle. // &lt;br /&gt;// Error: (136) : error C8001: Unknown state &amp;#39;MaxAnisotropy&amp;#39;&lt;br /&gt;(303) : error C8001: Unknown state &amp;#39;MaxAnisotropy&amp;#39;&lt;br /&gt;(1162) : warning C7011: implicit cast from &amp;quot;float4&amp;quot; to &amp;quot;float3&amp;quot;&lt;br /&gt;(1164) : warning C7011: implicit cast from &amp;quot;float4&amp;quot; to &amp;quot;float3&amp;quot;&lt;br /&gt;(1166) : warning C7011: implicit cast from &amp;quot;float4&amp;quot; to &amp;quot;float3&amp;quot;&lt;br /&gt;(1167) : warning C7011: implicit cast from &amp;quot;float4&amp;quot; to &amp;quot;float3&amp;quot; //</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/7930333703617515810'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/7930333703617515810'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1279861214485#c7930333703617515810' title=''/><author><name>marco3d707</name><uri>http://openid.aol.com/marco3d707</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/openid16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-977643408'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-868130389878506545</id><published>2010-07-22T22:19:54.184-04:00</published><updated>2010-07-22T22:19:54.184-04:00</updated><title type='text'>I&amp;#39;m not sure what the problem is. I have just ...</title><content type='html'>I&amp;#39;m not sure what the problem is. I have just tested this again from scratch using a cube and a ground plane.  The only issue i ran into was the TexCoord2 (under the shaders &amp;#39;Vertex Data&amp;#39; - which is what the shadowMap looks at) defaulted to the wrong uv set when I first created the shader.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/868130389878506545'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/868130389878506545'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1279851594184#c868130389878506545' title=''/><author><name>Leo</name><uri>http://www.blogger.com/profile/04153191459195687236</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_ondEZc7yU8s/TDJYkvU4naI/AAAAAAAAAQs/IlZBBAp7ggc/S220/leo_01_250x250.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1746051972'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-2063366127499230629</id><published>2010-07-22T20:53:56.850-04:00</published><updated>2010-07-22T20:53:56.850-04:00</updated><title type='text'>I have created the shadowmap texure bake using the...</title><content type='html'>I have created the shadowmap texure bake using the mip_matteshadow and when i plug this into the diffuse node on your shader it looks fine. However when putting it into the shadowMapSampler nothing shows up. Sometimes i get a solid black mesh after applying it. Other times i get a garbled images as if the uvs are broken. All uv sets are fine and named and referenced correctly. What am i doing wrong? &lt;br /&gt;&lt;br /&gt;on a simple groundplane and cube mesh set up ive applied your shader left it all default and plugged in the baked shadow map and it isnt working.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/2063366127499230629'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/2063366127499230629'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1279846436850#c2063366127499230629' title=''/><author><name>Anonymous</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-115560368'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-2540218112724641182</id><published>2010-07-22T10:09:11.009-04:00</published><updated>2010-07-22T10:09:11.009-04:00</updated><title type='text'>The point of the baked shadow map is that the shad...</title><content type='html'>The point of the baked shadow map is that the shader combines it correctly across all your shading components.&lt;br /&gt;&lt;br /&gt;The shadow map should be white with dark areas of shadows.  It is not a &amp;#39;rendered&amp;#39; image, but a texture bake on your objects&amp;#39; uv set.  I use the mip_matteshadow node along with mental ray batch bake to create the shadow map.  When dealing with multiple objects, I create a secondary uv set that lays out all the objects on a single sheet.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/2540218112724641182'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/2540218112724641182'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1279807751009#c2540218112724641182' title=''/><author><name>Leo</name><uri>http://www.blogger.com/profile/04153191459195687236</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_ondEZc7yU8s/TDJYkvU4naI/AAAAAAAAAQs/IlZBBAp7ggc/S220/leo_01_250x250.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1746051972'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-4429232929100159544</id><published>2010-07-22T04:13:50.384-04:00</published><updated>2010-07-22T04:13:50.384-04:00</updated><title type='text'>Ive been able to get a shadow map rendering correc...</title><content type='html'>Ive been able to get a shadow map rendering correctly however when I put this in the shadowMapSampler it does nothing.  Did you overlay that shadow into your diffuse in the above example?</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/4429232929100159544'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/4429232929100159544'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1279786430384#c4429232929100159544' title=''/><author><name>Anonymous</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-182433029'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-3654202668846498720</id><published>2010-07-22T03:26:21.739-04:00</published><updated>2010-07-22T03:26:21.739-04:00</updated><title type='text'>Are you able to give a quick tutorial on the setti...</title><content type='html'>Are you able to give a quick tutorial on the settings needed to bake strong directional shadows like in your example? I can only seem to get an AO like result.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/3654202668846498720'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/3654202668846498720'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1279783581739#c3654202668846498720' title=''/><author><name>Anonymous</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-158285866'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-3295214394223525784</id><published>2010-07-21T10:03:13.226-04:00</published><updated>2010-07-21T10:03:13.226-04:00</updated><title type='text'>the shadow map texture is a baked map, not an inte...</title><content type='html'>the shadow map texture is a baked map, not an interactive feature.  think along the lines of an ambient occlusion map.  you can bake the shadows for your lights in a certain configuration and tumble around your scene, but you cannot change the position of the lights without baking the shadow map again.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/3295214394223525784'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/3295214394223525784'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1279720993226#c3295214394223525784' title=''/><author><name>Leo</name><uri>http://www.blogger.com/profile/04153191459195687236</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_ondEZc7yU8s/TDJYkvU4naI/AAAAAAAAAQs/IlZBBAp7ggc/S220/leo_01_250x250.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1746051972'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-9158555231405371876</id><published>2010-07-21T04:25:34.109-04:00</published><updated>2010-07-21T04:25:34.109-04:00</updated><title type='text'>Hi, may I know what&amp;#39;s the use of the shadow Ma...</title><content type='html'>Hi, may I know what&amp;#39;s the use of the shadow Map texture, and how do you go about using it? I initially tried a bake from a directional light pointing straight down Y, but it doesn;t seems to react to the lights when I assign this map as a shadow map texture.&lt;br /&gt;&lt;br /&gt;Thanks!</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/9158555231405371876'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/9158555231405371876'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1279700734109#c9158555231405371876' title=''/><author><name>Anonymous</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-610103813'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-2152206095188526733</id><published>2010-07-18T14:27:54.114-04:00</published><updated>2010-07-18T14:27:54.114-04:00</updated><title type='text'>Thank you, for the shaders and your tutorials =]</title><content type='html'>Thank you, for the shaders and your tutorials =]</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/2152206095188526733'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/2152206095188526733'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1279477674114#c2152206095188526733' title=''/><author><name>David</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1317489419'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-543518071566802461</id><published>2010-07-18T11:59:03.288-04:00</published><updated>2010-07-18T11:59:03.288-04:00</updated><title type='text'>Yes</title><content type='html'>Yes</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/543518071566802461'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/543518071566802461'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1279468743288#c543518071566802461' title=''/><author><name>Leo</name><uri>http://www.blogger.com/profile/04153191459195687236</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_ondEZc7yU8s/TDJYkvU4naI/AAAAAAAAAQs/IlZBBAp7ggc/S220/leo_01_250x250.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1746051972'/></entry><entry><id>tag:blogger.com,1999:blog-8234951230122997884.post-7333259352113882058</id><published>2010-07-18T11:36:13.995-04:00</published><updated>2010-07-18T11:36:13.995-04:00</updated><title type='text'>Hi, can this shader be used for getting a realtime...</title><content type='html'>Hi, can this shader be used for getting a realtime game shader in maya?</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/7333259352113882058'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8234951230122997884/203838808127719395/comments/default/7333259352113882058'/><link rel='alternate' type='text/html' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html?showComment=1279467373995#c7333259352113882058' title=''/><author><name>David</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.leocov.com/2010/07/lcubershader14cgfx-maya-realtime-shader.html' ref='tag:blogger.com,1999:blog-8234951230122997884.post-203838808127719395' source='http://www.blogger.com/feeds/8234951230122997884/posts/default/203838808127719395' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-28400518'/></entry></feed>
