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AVEVA™ XR Studio

ShaderGenerator Export Parameters (Legacy 3DS MAX)

  • Last UpdatedApr 02, 2025
  • 2 minute read

This topic is related to Shader Generator (Legacy 3DS MAX).

Export Parameters for ShaderGenerator

szShader

  • Selects which shader to use. The standard syntax is "Library|ShaderName|ShaderNode". It depends on how the shader has been composed.

  • Example: szShader = MyLib|VcTxt|OpaqueOutput

  • Default: If not specified, it is set to the code's default shader.

  • This can also be specified by using szName.

exportHint

  • When no hint is specified, the exporter exports all the useful data that it finds in the mesh and its material.

  • For more information about which material data is considered valid, see Automatic material export (Legacy 3DS MAX).

Geometry hints

  • Values: vNormal, vTangent, vColor, vColorRGBA, vUV1, vUV2, vUV3, vUV4, vUV5, vNone.

  • When specified, they must exist.

  • vNone is a special case; it exports the position only.

  • None of them: The exporter exports any data it finds in the mesh.

Material hints

  • Values: mSpecular, mColors, mTextures, mTexturesValues, mValues, mStates, mNone.

  • When specified: Only valid values are exported.

  • When not specified: The exporter exports any data it finds in the material.

  • Default: All data.

Syntax example with material

This is an example of exporting with material.

exportHint = vColor, vUV1, mTextures

Syntax example without material

This is an example of exporting without a material.

To export without any material data use mNone.

exportHint = vColor, mNone

You can specify it multiple times. They are combined.

exportHint = vColor, vUV1

exportHint = mTextures

State

  • Specifies any of the material states.

  • Set stateName to stateValue

  • Example: Set blendMode to alphaBlending.

  • For more information see, list of Material States.

fEmissiveMul

  • Creates a material parameter with this name.

  • If both fEmissiveMul and the 3DSMax material Self-Illumination value are exported, the precedence goes to the value specified in the user buffer fEmissiveMul = value

  • Default: 1.0

  • If not specified anywhere in 3DSMax, the shader has no access to it as a material parameter.

fFadeValue

  • Sets the opacity value of the object.

  • If both fFadeValue and the 3DSMax material Opacity value are exported, the precedence goes to the value specified in the user buffer fFadeValue = value

  • This value is the same value that the engine uses when fading objects. If the engine starts a fade operation, then this value is overwritten.

  • This value cannot be accessed by the shaders as a material parameter.

  • Default: 1.0

szLight

  • When specified, enables the shader use only the specified lights.

  • Otherwise, the shader automatically searches for lights in the scene, when needed.

  • The name must perfectly match the full Light name (case sensitive). Example: szLight = MyScene|myLight01.

  • You can specify multiple times: once for each light.

castShadows

  • Supported values: Csm, ShadowMaps, All, None.

  • This value is overridden if bCastShadows is used.

  • If no cast parameter is specified, the mesh uses the default value from the configuration file.

  • Example: castShadows = csm

bCastShadows

  • Enables the mesh to cast all kind of shadows. When used, the bCastShadows parameter overrides the castShadows parameter.

  • If no cast parameter is specified, the mesh uses the default value from the configuration file.

bReceiveShadows

  • Enables the mesh to receive shadows.

  • If no receive parameter is specified, the mesh uses the default value from the configuration file.

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