2008

material on page 5596 can apply DX9 shaders to objects, and display them with
DX9 shading in viewports.
By default, DX9 shaders are saved in \maps\fx\ in the 3ds Max program
directory.
IMPORTANT For a DX9 shader's parameter to be visible in the DirectX 9 Shader
material's interface, the FX file must contain code to label the parameter, define
its type, and (optionally) limit its range. (A few other UI settings are also provided.)
You can find examples of files that contain this code in the above directory.
NOTE The following Web page provides a specification for the DirectX 9 Shader
material 3ds Max:
http://sparks.discreet.com/knowledgebase/techdocs/searchable/techdoc_DXMaterialFormat/DxMaterial_Effect_format.htm.
G-Buffer
G-Buffer (graphics buffer) is a type of rendering channel. Two file formats
output by 3ds Max,
RLA on page 7156 and RPF on page 7159 , can incorporate
masks that are based on graphics buffer (G-Buffer) channels instead of the
more widely used RGB and alpha channels. In addition, some kinds of Filter
and Layer events as well as certain
rendering effects on page 6381 can
post-process objects or materials designated by the G-Buffer.
Glossary | 7795