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Render to Texture - need Glossniness / Reflection Element

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  • Render to Texture - need Glossniness / Reflection Element

    I am baking textures using the RTT in Max. Works fine. But I have objects that has many different materials on them. For example a chair has both cloth (which is matte) and metal (which is shiny). When exporting to the realtime engine I would need a specular map to tell which parts of the object is shiny and which are matte. But there is no VRay element in the RTT to render such a map. Any hints?

  • #2
    Do you need just the reflection color on the surfaces as a map? There isn't a ready element for this right now, but it can be added.

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

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    • #3
      Yes, something like that! The realtime engine is ofcourse very limited compared to VRay, it handles a diffuse, normal and specular map only. So a reflection color map that makes a difference between matte and shiny.

      Edit: Or probably, Reflection glossiness is better. Or both if possible...
      Last edited by Mats_O; 16-03-2011, 10:06 AM.

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      • #4
        Ok, I'll see what can be done about that.

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

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        • #5
          Wonderful, is that something you can look at within a near future or...

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          • #6
            Vlado, Any news about this? Still need reflection, glossines and refraction as maps when rendering to texture.

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