We do reimplement some 3rd party textures in the GPU code (f.e. ColorCorrect, MultiTexture and recently ForestColor), unfortunately the Siger textures are not among them right now.
It should be possible to write a GLSL shader that implements the functionality of the Siger textures exactly, but we will need to look into it.
Is it possible to share the script you’re using?
Also, I tested Ivans GLSL and it seems to work fine on CPU but not on GPU. Do you face the same issue in your case?
CPU
The script is still in my head. I’m just getting all the bits together to make sure it will work before I spend time coding it…
I’ll update here when I have all the info I need, and then share the script when it’s done
Yes, you can compile shaders from MAX Script. If you invoke showinterfaces on your material instance, you’ll see that it implements the TweakAccessor interface which has a couple of shader-loading methods. The load method is used to load a new shader file and the reload one can be used to recompile the current shader.
@idnok it seems there is a bug that prevents the ‘quick shader’ from being exported. I’ll fix that asap, but for now, I’d suggest loading the shader from an external file as a workaround.
@ikomitov that way it recognize the shader in RT as a fixed parameter instead. In this specific occasion it prevents you from changing ‘n’ & ‘k’ values.
It would be GREAT if you guys can implement this. In my test to convert a basic siger metal to a native one, didn’t work (not even on CPU Advanced)
In this pic, the left one is the siger metal, on the right is an attempt to convert it to native
And in RT, even worse:
The RT test also revealed ANOTHER problem, namely the Shadow Catcher. In the scene there is a VRay Plane set to shadow catcher. In Advanced it acts correctly, catching shadows and not visible in reflection. But in RT the shadows are very black and the green in the reflection is the green wireframe color of the plane
Here’s a max 2016 file if you want to check it out (V-Ray 3.50.04)
We will be adding a “metalness” parameter to the VRayALSurfaceMtl shader first, so you will be able to use that. We will probably be adding it to the VRayMtl material at some point too. This option will do proper glossy metallic Fresnel without the need for the Siger shader.
Any news here? I’m also using SIGER shader and have used them in lots of scenes. What is currently the best/easiest way to convert them for GPU?
Regards
Olaf