Hey folks
Can any one help me with this seemingly obvious question.
I have a mesh that has several materials added to it and this has resulted in a multi/sub-object material.
What I want to do is to lightmap this mesh.. what is the correct work flow in 3dsmax. The problem I am having is not being able to have the original texture and then being able to apply the lightmap over this?
AM I using the right technique?
Any ideas
LightMapping:3dsmax to Irredit
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FuzzYspo0N
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Well, there are a number of routes you can take. Do you want one giant lightmap or do you want a lightmap for each element/mesh. There is a lot, ALOT to do to get things setup, but this should start at the beginning when you start.
assuming that you have your objects UV mapped :
Select all - > render to texture ->
Settings : (make sure the correct UV channel is selected and not automatic) and then change the map to "shadowmap", instead of complete map.
You do not need to set a target slot (it might give you warnings, but thats lame)
You hit render (wait for the rendering on each object to complete) and once you are done, you should have a whole bunch of file like :
box01_shadowmap.tga
box02_shadowmap.tga
etc, once you have all of those they get applied to your meshes in irrlicht.
I do not know which format supports loading of lightmaps by default, but normally i open the meshes in irrEdit -> set the lightmap channels up -> save to *.irr file, and use LoadScene inside the code.
Thats the quickest workflow.
Good luck
assuming that you have your objects UV mapped :
Select all - > render to texture ->
Settings : (make sure the correct UV channel is selected and not automatic) and then change the map to "shadowmap", instead of complete map.
You do not need to set a target slot (it might give you warnings, but thats lame)
You hit render (wait for the rendering on each object to complete) and once you are done, you should have a whole bunch of file like :
box01_shadowmap.tga
box02_shadowmap.tga
etc, once you have all of those they get applied to your meshes in irrlicht.
I do not know which format supports loading of lightmaps by default, but normally i open the meshes in irrEdit -> set the lightmap channels up -> save to *.irr file, and use LoadScene inside the code.
Thats the quickest workflow.
Good luck
Thanks a Million FuzzYspo0N..
I have the mesh textured where I have used several tileable textures applied to the mesh using basic uvw. Planer, box, face etc. and have collapsed this all back to an edit poly.
This has resulted in there being a multi/sub-object material. Thats where I was having the difficulty as opposed to when I use the uvw un-wrap option and have one texture.
I'll you option and get back to you with my findings
Murphz
I have the mesh textured where I have used several tileable textures applied to the mesh using basic uvw. Planer, box, face etc. and have collapsed this all back to an edit poly.
This has resulted in there being a multi/sub-object material. Thats where I was having the difficulty as opposed to when I use the uvw un-wrap option and have one texture.
I'll you option and get back to you with my findings
Murphz