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export UV mapping
show user profile  casperpei
I have made a model in max which i export in .OBJ format and can load into a program i made in openGL. Now, i want also the indirect light from max in my openGL program so my plan is to do a "render to texture" in max with this illumination. But how do i get some UV coordinates from max i can use as lookup in opengl for this texture? I know that in the OBJ file there is some uvw coordinates but how can i get them to relate to the rendered texture? Or is there some other easier way to get some some lookup coordinates exported for such a texture? I have looked into the uvw unwrap modifier but im still lost.

read 242 times
11/28/2011 6:08:16 PM (last edit: 11/28/2011 6:08:16 PM)
show user profile  beezy
can't you export the .MTL file with the .OBJ, then open .MTL with notepad for the numbers?

Also, have you considered baking the textures?

read 229 times
11/28/2011 7:53:39 PM (last edit: 11/28/2011 7:53:39 PM)
show user profile  casperpei
If i render the texture is the coordinates coresponding to the rendered images in the .mtl file?
Yeah, have considered baking it, but the texture/lighting changes throughout the day/animation so that wouldnt be an option?
read 224 times
11/28/2011 8:37:55 PM (last edit: 11/28/2011 8:37:55 PM)
show user profile  beezy
Yes, open it in notepad, it looks like this...

# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 28.11.2011 13:54:19

newmtl wire_057008136
Ns 32
d 1
Tr 0
Tf 1 1 1
illum 2
Ka 0.2235 0.0314 0.5333
Kd 0.2235 0.0314 0.5333
Ks 0.3500 0.3500 0.3500

You can bake animated textures in Maya, not sure about Max. There's probably another solution for you...

read 212 times
11/28/2011 11:04:09 PM (last edit: 11/28/2011 11:04:38 PM)
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