- Redesigned User Interface
- Normal Map Painting
- Internal / External visualizer window
- 32 / 64 bit binaries
- Muli-core support
- Added more image formats including PSD and DDS.
- External editor integration
- ShaderMap material editor
- Advanced maps configuration
- Expandable using map plugins
- Expandable using HLSL shaders for materials
- Free ShaderMap SDK for developers
The SDK offers C++ and HLSL developers the opportunity to develop their own maps and materials. A simple single page C++ API is included in a VS DLL Project to create a map. Materials are a combination of XML and HLSL.
I believe there is always room for improvement. I was especially motivated to create a normal painting section and plan to continue to tweak and improve that feature of ShaderMap 2. Another reason I decided to build ShaderMap was to create a UI framework to use in future applications. The entire interface is rendered in Direct3D, I was glad to move away from MFC (used in my last two projects ShaderMap 1 and Woody3D). Now I have full control of how the interface behaves and renders which makes applications I build with it more portable and unique.
Some of the lessons I learned during this project are:
- Spend a lot of time drawing and designing before implementing. I spent a lot of extra hours just tweaking layers in Photoshop.
- Do your research, better to do it right when it comes to shaders and image filters. If in doubt ask someone for help.
- Building and using your own libraries and frameworks is a blessing as well as a responsibility. Ultimate control with little oversight.
I've also uploaded a lot of videos at http://shadermap.com/video/
Starting next week I'll be posting weekly SDK examples on my GameDev.Net Journal if you are interested in creating your own maps and shaders.
Click here to view the iotd

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