[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

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.


------------------------------------------------------------------------- for list subscription/unsubscription, go to http://www.web3d.org/cgi-bin/public_list_signup/lwgate/listsavail.html