I have been recently trying to learn to write HLSL or CGFX shader code.
I have tried both RenderMonkey and FXComposer 2.5 but I have hit the brick wall with all sort of limitations and bugs that makes me really angry
So I am calling on all the shader experts to share in what environments do you guys work your shaders?
Limitations of RenderMonkey and Fxcomposer that I am talking about is things like :
FX Composer
- Multi - UvSet bug with .fx files (does not work)
- Unable to render to the rendertarget (texture) only selected objects in the scene. (using collada fx , it says you can but , no… yet another bug)
- Crash bug with texture import export
RenderMonkey
- Unable to render (preview) more than one effect at a time. No compositing.
- Bug with .fbx file import bug.
and all sort of other minor glitches which I am more than happy to just get on with.
Maybe I am asking bit too much. I don’t know. If you can combine RenderMonkey and FXComposer then it would be ideal.
Or Maybe I am not supposed to expect these kinds of “shader editors” to provide that kind of flexibilities. Maybe, I have reached the stage where I need to try to integrate with some sort of 3D engine so that I have more control of rendering. If you work in a game company where you have the target engine to integrate your shader into , then it may be fine. But what about if you just want to learn it by yourself? Is there any easy to use 3D engine that takes .fx shader and experiment with rendering pipeline without needing to code one yourself? (I am talking about kind of script driven stuff … or so.)
I need to be able to control off screen render to texture with multiple shader composition rendering (previewing) with selective objects for each effects. ShaderFX in 3dsMax looks good, but I am not sure if it will let me render custom off screen texture stuff… and most importantly I work with Maya.
Any suggestions appreciated.