HowTo Setup a DirectX Shader to display as a Standard 3DsMax Shader in Max’s Viewport
Minotaur Asset created by Va Lee
|1. Create both shaders; standard shader and directX
|2. Click and drag the standard shader onto
the Material slot at the very bottom of the DirectX shader, under
“Software Render Style”
– selecting instance (copy) will automatically reflect any work done on the standard material in slot 14 of the editor.
|– the material slot at the bottom should be the same of the standard shader Material name in Slot 14
|3. Click to open the “Material Editor Options”. Buttom circled in red.
4. Under the DirectX Shader group box, check “Force Software Rendering”
NOTE: at this point, it should turn all objects in your scene grey, that are assigned a directX material.
|6. To Display the texture on the object, click Material Slot at the bottom of your DirectX material.
7. Then click the Map assigned to Diffuse Color to enter it’s properties in the material editor.
8. Click the Checker Box to display this map on scene objects using this material.
NOTE: Scene objects should now display the current map.
9. This must be done to ALL materials used in the scene, to accurrately display each objects assigned texture map.
Otherwise the object will be displayed as grey.
Currently only 1 map per material is supported be to displayed under
this setup. Therefore, opacity is not displayed if diffuse is.