3D Max render to texture and multi sub object material?
by Afrim Kacaj · in Artist Corner · 05/09/2006 (12:50 pm) · 3 replies
So I followed the tutorial on TDN which explains how to create a bump map from a high poly object. However I am having a problem because i used a multisubobject material to create my charracter for TSE. When i do the render to texture i get all of my materials rendered to one texture.
How can I tell Max to create a seperate bump map file for each texture in the multi sub object?
Thanks in advance!
~Afrim
How can I tell Max to create a seperate bump map file for each texture in the multi sub object?
Thanks in advance!
~Afrim
#2
05/10/2006 (2:52 pm)
Thanks for the tip Magnus, I think you are right it cant be done manually. So based on your tip i think it would be easier to actually split the model into seperate meshes and then render each individually. Then apply the bump mapping to the original file. I will try it when i get home tonight. Would it make a difference for TSE if i actually left my model as seperate objects?
#3
05/10/2006 (3:06 pm)
The problem with splitting the model up is that you also split the normals/smoothing groups up. (This may not be that much of an issue when rendering normal maps, but it is when using the render to texture for other things).
Torque Owner Magnus Blikstad
There might be some better way but what I do is that I first copy the first uv channel into another channel (say channel 2), apply an unwrap modifier and move all the faces except the ones belonging to material id 1 to 0,0,0. Copy the first channel again into channel 3 and move the all the faces except for material id 2 etc.
Then just render to texture once for each your material IDs and change the UV channel used each time. (To render the objects with material id 1 you choose uv channel 2 and so on).