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Render just colors
show user profile  topofsteel
I'm trying to create a color map for applying materials in a game engine. I want to render just basic colors. How can I do that, Thanks.
read 560 times
5/14/2015 7:23:41 PM (last edit: 5/14/2015 7:23:41 PM)
show user profile  Coxy
Do you need it from a particular camera, or just as masks for the UVWs?

If it's from a camera you can use self illumination materials with flat colours and turn off all of the exposure etc. You might need to turn off the anti-aliasing if it's being used as a mask in this way.

If it's for a texture and you have it unwrapped (and you want to take the colour selection from different polygon face selections etc), you can do the same thing (Apply the colours as a material to the object) and then render them to texture to get the colours into the unwrapped texture you have made.

The third way you could do it, if it's texture based is take the UVWs into Photoshop/Image editor of your choice, or even using the inbuilt paint canvas in 3DS Max and then manually just paint the colours there onto your UVWs.
read 550 times
5/14/2015 8:04:19 PM (last edit: 5/14/2015 8:04:19 PM)
show user profile  digs
yea what you want is render to texture, here's an overview of how object color works: assuming your object is comprised of multiple different meshes, which I doubt is the case if you're going into a game engine

so in the above example, if we were to remove object color from material overide, rtt would have gave us back red and blue, instead of yellow and green

so what you want to do is basically the same as above except (assuming you have multiple materials on a single mesh) simply change all of your materials to a diffuse color, ie remove the the texture from the diffuse node and change the color to something belligerent like bright green, yellow, red, blue, etc etc

after you do that, all you have to do is rtt a "DiffuseMap"

*edit* mis-read your "basic color" as "object color" ... all you have to do is change all of your materials to a basic color in diffuse, and render to texture
read 511 times
5/15/2015 6:29:43 PM (last edit: 5/15/2015 6:39:07 PM)
show user profile  FX
If you google "Quixel workflow" or DDO NDO, you'll come up with a ton of advice/methods.

Most people seem to do this as Coxy suggested, by painting the uv's in PS.
read 481 times
5/16/2015 11:28:15 AM (last edit: 5/16/2015 11:28:15 AM)
show user profile  Coxy
Something cool you can do that I forgot to say.

If you use the Multi/Sub Map shader (Not the Multi/Sub Object material) you can have multiple colour variations coming from one single Arch and Design material.

All you need to do is change the smoothing groups/object ID/material ID's (depending on what you pick) to match the colour you need without faffing around making multiple Arch & Design mats..
read 410 times
5/22/2015 5:28:33 PM (last edit: 5/22/2015 5:28:33 PM)
show user profile  FX
Is there a way to bake out your standard render element mat id pass in vray ?
read 379 times
5/23/2015 2:36:56 PM (last edit: 5/23/2015 2:36:56 PM)
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