Vizard 3 and earlier, and Architecture Interactive: Binary Format. Preserve your original maps by creating a new shell materialĮxport to Vizard Depending on the extension used a binary or text version of your file will be saved The binary has the advantage of embedded compressed textures and faster load times. When you export your scene to Vizard, the exporter will choose any baked shell materials over your original materials when available. Render to Texture (step 3) Baked Material Settings When “baking” your rendered scene into textures, instruct MAX to save the result in a new shell material. (6) If you had to do step 4b, you will need to copy each of your diffuse textures to the new baked materials. (4b) Otherwise, use Create New Baked: Standard Blinn.
(3) Choose a map size for rendered textures (4a) If you use all Standard materials, use Duplicate Source to baked.
Lighting is mostly composed of smooth gradients, so it does not need as much close-up detail as a diffuse texture. Map size only affects the quality of the shadows and light effects. Lightmaps keep lighting separate from surface color, allowing you to change diffuse maps without needing to rebake the scene. Compared to Completemaps, lightmaps provide: 1. Lightmaps are a record of luminance values stored inside an image file. Render to Texture (step 2) LightMap method (3) Choose a map size for rendered textures (4) Create new baked – Standard: Blinn (5) Select Diffuse Color The resolution of close-up detail of your realtime scene will entirely depend on the size you choose for the rendered textures. Static textures cannot directly produce view dependent effects. The main limitation is a lack of realtime reflection, though this can be achieved through other methods where necessary. Completemaps are the most effective means of capturing lighting and materials into a static texture. Render to Texture (step 2) CompleteMap method Completemaps are a record of brightness and color stored inside an image file. Selecting objects in viewport puts them in the “to bake” list For consistency, bake Lightmaps and Completemaps to Mapping Coordinate channel # 3. These objects will show up in Render to Texture under “Objects to Bake”. Render to Texture (step 1) From the viewport, select all objects you want to bake. Pick the location where the baked images will be stored. Instead, use an omni light in ambient mode, as in the graphic to the right. MAX’s “Environment … Global Lighting” ambient light does not export in Vizard IVE format. If you are baking a scene and care more about quick turnaround than photorealism, consider using a flat ambient light instead of physically accurate global illumination. Calculating this accurately requires a lot of time and processing power. In the real world, direct light bounces off the environment, brightening up darker areas with indirect light (global illumination). The hardware renderer is further improved in Max 2012.Īmbient Light Without ambient light, it is difficult to see detail in shadowed areas. The additional realism does come at the cost of performance, so for complex scenes, you’ll need to back off these settings. Set viewport render properties Recent versions of max have added in a hardware renderer which gives you a realistic preview of the lighting in your scene. Most of this dialog's controls are contained in its rollouts.Vizard 3ds MAX Workflow Topics covered: Rendering to texture, or “texture baking,” is controlled by this dialog. Using the Target Map Slot assignments, you can specify in detail which maps will be rendered to which slots of the existing material. You set these in the Output rollout of the Render To Texture dialog. When you bake textures (render to texture), you have more control for how the baked texture displays in shaded viewports. Which elements render correctly depend on the renderer you are using. If the object has a Composite or Blend material applied to it, only certain elements render correctly.
To Bake the Texture of Multiple Objects.