can the 'Render-To-Texture' feature in 3dsmax5 be used to generate a lightmap texture layer that can be used in Ogre?
I generated a lightmap, put it into the material file but can't get it to apply to the second UVW mapping layer. Can the automatically generated UVW mapping be used?
Render-To-Texture_3DSMAX
- RyanN
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- sinbad
- OGRE Retired Team Member

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Yes; this is how the fresnel demo environment was lightmapped, whilst I had temporary access to 3DS a year back. I used the 3DSSceneExporter at the time, here's a sample material from it:
Code: Select all
material Box01_Shell_Material
{
technique
{
pass
{
lighting off
texture_unit
{
texture terr_rock6.jpg
}
texture_unit
{
texture UpperSurroundLightingMap.png
tex_coord_set 1
}
}
}
}
- RyanN
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one of problems i found was that 3ds uses a 'shell material' to group the baked texture and the 'multi/sub-object material' which the exporters don't read, so i combined the baked texture to multi/sub-object material which exported fine with all the textures including the light map. However i couldn't get the lightmap texture to use UVW mapping channel 2 which was the automatic generated one. My code was just like yours Sinbad but it never worked on channel 2. Does that channel get exported? I've multi-layered before but not using the automatic UVW unwrapper, do you remember how you did it Sinbad?
Thanks in advance!
Thanks in advance!
- RyanN
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