RealFlight shader for 3dsMax
Hi!
Everytime I want to create a new aircraft, I have this same nasty problem that I can't figure out how the texture will look like in RealFlight.
For sure, it's possible to simply model and map the aircraft in Max and then, design the texture when the object is imported in RealFlight. not very handy actually!
Many designers here will agree that a beautiful chrom- or even metallic-effect is sometime hard to get right for RealFlight without a "metal"-shader
I searched everywhere on this forum, on internet, almost everywhere I can imagine, if a DirectX-shader exists that simulates in Max the rendering of RealFlight.
Impossible to find anything! It would be nice that RF-Creators give such a (.fx) file for download on the KE-Max page.
I spent a little bit time with understanding the shaders in Max and made this shader self instead. This is a very simple shader, with the possibility to add the 3 maps used by RealFlight (diffuse map with alpha channel, normal map, specular map) linked together with a kind of RealFlight logic.
Simply import your 3 TGA-maps and a square DDS-picture for the Cubemap (e.g. 512x512) and that's it! Your model in Max with real-time reflection, normals and specular.
For sure, this is just a temporary solution, but it looks really near to the RealFlight rendering, and is a good help
Unpack the zip-file into your 32bit 3dsmax-folder. In the material editor, select "Direct-X material" and load the "RealFlight.fx" shader.
When your model looks great, use the same glossiness and specular settings with a standard material because you can't export your plane to KEX when it has DirectX shaders.
I hope this will help you as much as it helps me...
Lex