I have been going back and forth trying to figure out how to get Mental mill shaders to work in Mudbox 2009. In the Mudbox documentation, it states it uses a simular format as Maya's CGFX syntax. When I try the Maya export in mental Mill it doesnt work.
Is there a difference between the formats, or am I exporting the shaders incorretly?
Thanks,
Here is the mubox documentation.
http://download.autodesk.com/esd/mud...6901a-7957.htm
A trial version of Mudbox is available here.
http://usa.autodesk.com/adsk/servlet...&siteID=123112
Mudbox supports the CgFX material specification on qualified graphics cards. CgFX is a shader specification that enables the creation of custom materials that use the power of your computer’s graphics card to produce many interesting materials and rendering effects in real time.
The main advantage of developing and using CgFX materials is that they are portable across many hardware and software applications (for example, between Maya and Mudbox) as well as other hardware platforms that support the CgFx specification (for example, games consoles).
For more information about the CgFX specification and how its structured, refer to the following resource: http://http.developer.nvidia.com/CgT...ppendix_c.html
For an in depth tutorial for creating your own CgFX materials, please refer to the following resource: http://http.developer.nvidia.com/CgT...ppendix_c.html
Notes on using CgFX files within Mudbox
The CgFX file must contain at least one valid technique. A technique is a set of instructions that describe how to achieve a particular effect.
If the CgFX material file contains annotations for the assigned variables they will be used to generate the properties items within the Properties window for the CgFX material when it gets compiled.
If the CgFX file contains float3 vCameraLocalPosition, float3 vLightLocalPosition & float4x4 mModelViewProject variables, Mudbox will automatically assign the appropriate values to them.
Mudbox supports the ability for users to specify textures in their CgFX file that can be painted on within Mudbox. Using our MetaSampler struct a user can define a sampler that contains a texture that a user can select as a paintable channel in Mudbox.
Mudbox supports a subset of the SAS annotations and semantics. The following semantics are supported: World, WorldInverse, WorldTranspose, WorldInverseTranspose, WorldView, WorldViewInverse, WorldViewTranspose, WorldViewInverseTranspose, WorldViewProjection, WorldViewProjectionInverse, WorldViewProjectionTranspose, WorldViewProjectionInverseTranspose, View, ViewInverse, ViewTranspose, ViewProjection, ViewProjectionInverse, ViewProjectionTranspose, ViewProjectionInverseTranspose, Projection, ProjectionInverse, ProjectionTranspose, ProjectionInverseTranspose
The following annotations are supported: UIWidget, UIName, UIMin, UIMax
NoteThe definitions for the above semantics and annotations are found on nVidia's webpage.
Loading CgFX files into Mudbox
Mudbox automatically generates the materials user interface for a CgFX material in the CgFX Based Material properties window for any CgFX files that is specified from the effects directory (see above, Notes on using CgFx files within Mudbox).
NoteThe Program Files/Autodesk/Mudbox/effects directory also contains a few example CgFX materials. Files placed in this directory can be in .cgfx format (unencrypted) or in .bin format (encrypted).
CgFX materials are compiled each time Mudbox is launched. The more/complicated the CgFX materials in the effects directory, the longer the launch time for Mudbox.


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