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Render to Texture, then Export with Standard (not VRayMtl) Materials

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  • Render to Texture, then Export with Standard (not VRayMtl) Materials

    Hi,

    I have numerous files that I need to bake / Render to Texture. It's a pretty basic file (arch interior viz).

    The issue is that I need to export the baked model/textures to Lightwave 9.6. To do this, my exporter needs the RTT-created maps (VRayCompleteMaps) to be "Standard" materials, not "VRayMtl" (the exporter doesn't know what to do with materials that aren't native to 3ds max.

    Is there a simple (automated) way to get the VRayCompleteMap to be part of a "Standard" material (and keep all of the mapping info)?

    In case it matters, I'm using 3ds max 2009 and V-Ray Adv. 1.50.SP4a.

    Thanks for any help you can offer!
    Tim

  • #2
    When you do the texture baking, you can specify that "Shell" materials be created for the baked objects. You can specify the "viewport" material to be a standard material, and you can specify that the baked map should go into the "Self-illumination" slot (or another slot if you need it).

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      Hi Vlado,

      Thanks for the quick reply.

      I may have been unclear about what I mean. I need a "Standard" 3ds max material in the "Baked Material" place in the Shell Material Parameters. When I use the RTT with VRayCompleteMap, it gives me a VRayMtl in the Shell Material Parameters. Click image for larger version

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      Is there an automated way to do this?

      Thanks,
      Tim

      Comment


      • #4
        I've had some luck using RTT; although there were some gamma issues. You're limited to grayscale with the 30-day demo, but since I only wanted lightmaps it worked out well enough. It was a really quick mock up of a police processing area using Unity.

        Comment


        • #5
          Originally posted by Tim in Hollywood View Post
          I may have been unclear about what I mean. I need a "Standard" 3ds max material in the "Baked Material" place in the Shell Material Parameters. When I use the RTT with VRayCompleteMap, it gives me a VRayMtl in the Shell Material Parameters. [ATTACH]4393[/ATTACH]

          Is there an automated way to do this?

          Thanks,
          Tim
          Was perfectly clear Like I said, in the RTT dialog, you can specify what kind of material to be created as the baked material and which slot the map should go into.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

          Comment

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