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Max Script and HLSL.

Started by Kande 0 replies 650+ views
Original Post
Kande
Kande
Hi, i dont know if this is the right forum but i guess it fits the best in here. So, my problem is, that i want to create a new material in max. I do that by extending maxs DirectX_9_Shader class. Also i use a shader that i wrote in HLSL. To make the material use the shader i call: delegate.effectFile = FXfile In the fx file i defined a texture: texture Diffuse_Map_1 < string name = "C:\\test\\test.tga"; string UIName = "Diffuse Map 1"; int Texcoord = 1; int MapChannel = 1; >; In max script, to tell the shader which textures i want to use i just pass the path of the texture as a string to the openBitmap function: delegate.Diffuse_Map_1 = openBitmap texturePath Now the shader nows which texture to use. But besides of that i want to use the vertex color. I use the vertexPaint Tool of max to paint the vertices. Now i want to tell the shader about the vertex colors but how do i do that? Do i have to create a VertexColorMap like the Diffuse_Map_1 and pass it to the shader like the Diffuse_Map1? And if yes, how do i create a VertexColorMap? Thanks in advance Kande

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