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#Actualbelfegor

Posted 23 July 2013 - 01:02 PM

I notice that it's set to 10 in 3Ds Max while in the shader it's "uniform float SpecularLevel = 1,000000;", why is that?

I would say because artists are accustomed on that way, looks like that is represented as percent in max and then converted before sent to shader.
There is other similar things too, for example most people are accustomed to degrees (because it is easier to visualise it) but some functions expect number in radians, in some scripting languages array indexing starts at 1 not 0 as in c++... etc
 

Remember that If I set specular level to 80 in 3Ds Max I want it to appear the same in my own program.

 
Use the same shader lightning formula and you will get same output.

 

 


I notice that it's set to 10 in 3Ds Max while in the shader it's "uniform float SpecularLevel = 1,000000;", why is that?

I noticed one thing so i will mention it to you. If you save material as FX from max, do not overwrite existing file as it will not update it, so rename it or delete old.


#3belfegor

Posted 23 July 2013 - 01:02 PM

I notice that it's set to 10 in 3Ds Max while in the shader it's "uniform float SpecularLevel = 1,000000;", why is that?

I would say because artists are accustomed on that way, looks like that is represented as percent in max and then converted before sent to shader.
There is other similar things too, for example most people are accustomed to degrees (because it is easier to visualise it) but some functions expect number in radians, in some scripting languages array indexing starts at 1 not 0 as in c++... etc
 

Remember that If I set specular level to 80 in 3Ds Max I want it to appear the same in my own program.

 
Use the same shader lightning formula and you will get same output.

 


I will get the specular level from the .x file so I can pass the value to the shader, is the following correct?

I noticed one thing so i will mention it to you. If you save material as FX from max, do not overwrite existing file as it will not update it, so rename it or delete old.


#2belfegor

Posted 23 July 2013 - 12:59 PM

I notice that it's set to 10 in 3Ds Max while in the shader it's "uniform float SpecularLevel = 1,000000;", why is that?

I would say because artists are accustomed on that way, looks like that is represented as percent in max and then converted before sent to shader.
There is other similar things too, for example most people are accustomed to degrees (because it is easier to visualise it) but some functions expect number in radians, in some scripting languages array indexing starts at 1 not 0 as in c++... etc
 

Remember that If I set specular level to 80 in 3Ds Max I want it to appear the same in my own program.

 
Use the same shader lightning formula and you will get same output.


#1belfegor

Posted 23 July 2013 - 12:58 PM

I notice that it's set to 10 in 3Ds Max while in the shader it's "uniform float SpecularLevel = 1,000000;", why is that?

I would say because artists are accustomed on that way, looks like that is represented as percent in max.
There is other similar things too, for example most people are accustomed to degrees (because it is easier to visualise it) but some functions expect number in radians, in some scripting languages array indexing starts at 1 not 0 as in c++... etc
 

Remember that If I set specular level to 80 in 3Ds Max I want it to appear the same in my own program.

 
Use the same shader lightning formula and you will get same output.


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