
This illustration shows how and where to set the CGFX Plug-in for Maya 2011.
Through the Hypershade window you create new CGFXShader materials. Now that the plug-in is loaded you will see a button to create CGFX in the Hypershade
When viewing the selected shader in the Attribute Editor
This step is important because this section describes how to assign UV sets and Color sets to assigned CGFX shaders. If the wrong UV or Color sets are assigned you will see unexpected results or a solid color over the whole object
Using the CGFX shader now is just like using a Maya material. Each shader has a different use and set of functions, just like the various Maya materials. Both shaders and materials have different render times based on shader complexity
This is an example of CGFX shaders that use structs to pass data between the internal vertex and fragment programs. The benefit of using structs in your shaders is attribute types are only listed once. In this example, as contrasted from the one below, you’ll notice that “UV” is mentioned only once
What you see below is one of the most common errors with CGFX shader use in Maya. The below illustration shows what happens during the following conditions
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