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Lumonix Adds Virtools, Ogre Support To ShaderFX 2.0

3D content plug-in developer Lumonix has announced the release of version 2 of its ShaderFX plug-in for Autodesk 3ds Max, which enables artists to create shaders for use ...

Leigh Alexander, Contributor

December 6, 2007

1 Min Read

3D content plug-in developer Lumonix has announced the release of version 2 of its ShaderFX plug-in for Autodesk 3ds Max, which enables artists to create shaders for use in Max's real-time viewport and in external real-time applications and game engines. The ShaderFX plug-in uses a node based interface which allows the user to define data flow by connecting nodes in a tree-like structure. This allows artists to create shaders visually without programming. Since it works inside 3DS Max, ShaderFX allows artists to make adjustments to their model and their shader simultaneously so that the two can work together. Highlights of the new version include workflow improvements such as cloning of parts of the schematic, various new nodes (Channel Input, Color Blend), improved support for other shader models, and basic support for more publicly-available 3D engines including Virtools and Ogre. Kees Rijnen, director of Lumonix, commented, "Whether it is for quick prototyping of shaders, look and feel development or to create most of their in-game shaders directly within Autodesk 3dsMax, we've been very happy with the positive reception ShaderFX has received so far."

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About the Author(s)

Leigh Alexander

Contributor

Leigh Alexander is Editor At Large for Gamasutra and the site's former News Director. Her work has appeared in the Los Angeles Times, Variety, Slate, Paste, Kill Screen, GamePro and numerous other publications. She also blogs regularly about gaming and internet culture at her Sexy Videogameland site. [NOTE: Edited 10/02/2014, this feature-linked bio was outdated.]

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