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Re: [www-vrml] X3D Exporter for 3d Studio Max - Alpha testers sought
dave.arendash@corp.manyone.net wrote:
If you 'Render to Texture' and put the resulting light map in map channel 2,
and ignore for the moment that Flux doesn't handle multi-texture coordinates
(I don't know about Contact or Octaga or whatever), it should work.
BS Contact handles multiple texture coords. They also have an exporter
for max, which exports multiple texture coords. I'm not sure exactly how
compatible their multitexturing implementation is to X3Ds. I think there
are some minor differences that a little hacking of the outputted file
in a text editor or VrmlPad could fix.
Of course, you can bake in whatever detail you want to the Diffuse map channel
and use that. You may lose texture resolution, but it may be ok for your purposes.
Render to Texture works quite well. I put all the diffuse, tileable
textures in the diffuse map slot and channel 1 texture coords, then
render lightmaps to self-illumination slot and channel 2 texture coords
(as Dave says).
Dave, how does your exporter handle non-standard max materials? I use
Cebas finalRender and finalShaders which have their own advanced
materials but BS Exporter doesn't like these materials (ignores them
totally), so I have to swap everything back to max standard materials
prior to VRML output. It'd be nice to have an exporter that could
interrogate any plugin max material type and grab only the relevant maps
and basic settings for use in VRML ... but I don't know if this is even
feasible.
--
Regards,
Brian Hay.
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