Other than Diffuse
by Ron Yacketta · in Artist Corner · 09/05/2003 (12:15 pm) · 5 replies
Folks,
Now that I have my export issue fixed, is it possible to use other material types besides diffuse?
I tried to export a spheres with Reflection, Refraction, Bump and they all displayed the white model. I can only seem to export and load (with a material) objects with a diffuse material
-Ron
Now that I have my export issue fixed, is it possible to use other material types besides diffuse?
I tried to export a spheres with Reflection, Refraction, Bump and they all displayed the white model. I can only seem to export and load (with a material) objects with a diffuse material
-Ron
#2
What i understand you can only use reflections and opacity .
the reflections level is used with the enviroment map .
Correct me if im wrong !
-Billy
09/05/2003 (12:34 pm)
Ron !What i understand you can only use reflections and opacity .
the reflections level is used with the enviroment map .
Correct me if im wrong !
-Billy
#3
The ambient channel's material is exported to a detail texture. This is supposed to allow a lo-res texture in the diffuse for the overall model, and hi-res detail texture on select polys in the ambient. I haven't tried it out yet.
The diffuse channel's alpha is also used to control either tranparency or environment mapping effect.
The opacity channel controls translucency.
If the diffuse alpha is being used to control transparency, the reflective channel's alpha can be used to control environment mapping (otherwise using the diffuse alpha is the preferred method).
You do have to activate environment maps in the engine to see the effect.
The bump channel is processed by the exporter, but not used for anything in the game engine.
The filter channel is used somehow with decals, but this one I haven't investigated further.
Do you mean checking the Self-Illumination channel? That one I didn't know. I read the exporter code and am guessing that it is actually the Self-Illumination property from the basic parameters rollout, and not the Self-Illumination channel from the maps rollout that is being used by the exporter.
All other map channels are unused by the exporter AFAIK.
09/05/2003 (2:05 pm)
There definitely is not a 1-to-1 relationships between Max and Torque. Some channels are interpreted strangely (ambient), many are unused, and some only partially used (i.e. the exporter may only check if the channel is on, or may use only the spinner value, or use only the alpha component of a texture).The ambient channel's material is exported to a detail texture. This is supposed to allow a lo-res texture in the diffuse for the overall model, and hi-res detail texture on select polys in the ambient. I haven't tried it out yet.
The diffuse channel's alpha is also used to control either tranparency or environment mapping effect.
The opacity channel controls translucency.
If the diffuse alpha is being used to control transparency, the reflective channel's alpha can be used to control environment mapping (otherwise using the diffuse alpha is the preferred method).
You do have to activate environment maps in the engine to see the effect.
The bump channel is processed by the exporter, but not used for anything in the game engine.
The filter channel is used somehow with decals, but this one I haven't investigated further.
Quote:
[...] set the luminosity to make it "glow" [...]
Do you mean checking the Self-Illumination channel? That one I didn't know. I read the exporter code and am guessing that it is actually the Self-Illumination property from the basic parameters rollout, and not the Self-Illumination channel from the maps rollout that is being used by the exporter.
All other map channels are unused by the exporter AFAIK.
#4
09/05/2003 (2:39 pm)
I'm not sure of the specifics of the max exporter (I use LW) but I was just giving a simple overview as to why the other channels weren't working. In LW setting the luminosity value will make the object stay bright in the shadows, ( it doesn't actually glow... ;) but give a glow type effect. I know it can be done with max also, I'm just not sure what the channel is called.
#5
i m trying to figure out how decals are working (using rts kit set)
thx
ka
05/24/2005 (7:34 am)
Has anyone news about the filter channel and its use for decals?i m trying to figure out how decals are working (using rts kit set)
thx
ka
Torque Owner Kevin Ostrowski
The only channel that will use an image is the diffuse, you can set the amount of reflection that it will use for env maps, and set the luminosity to make it "glow" but bump and refraction aren't used in the engine so they get ignored.