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Re: [www-vrml] X3D Exporter for 3d Studio Max - Alpha testers sought



I'm trying to stay 'on spec' so I'm not doing any BS, so to speak. Not a fan of
hand-editing either. So if you're using BS, I'd recommend using their plugin.
Flux will do the coord thing correctly soon anyway. You can in fact use Flux
with this stuff, as long as all the UV's are the same (for all channels).

I don't have any custom anything. I suppose if I owned copies of stuff, I'd
see what I could do. That's what's nice about open-source, is you can take
it and do what you want. I figure that this exporter is for people using Max
to make X3D, as opposed to repurposing some complex custom thing to
be X3D. Meaning, design with these limitations in mind. Or, again, get
the source and do your own thing.

I plan on releasing the source end of March.

Dave A

On Wed, 09 Mar 2005 19:58:59 +1000, Brian Hay wrote:

>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.
>
>


-- 
"Some men see things as they are and say why? I dream things that never were and say "Why not?" -- Robert Francis Kennedy

"Never doubt that a small group of committed people can change the world;
indeed, it is the only thing that ever has."
--Margaret Mead, anthropologist


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