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Render to texture
I keep trying to make a diffuse, normals, and height map render to texture and it keeps coming out with a ruddy red coloring over the whole thing. does anyone know what I might be doing wrong?
read 294 times
10/3/2011 12:12:56 AM (last edit: 10/3/2011 12:12:56 AM)
need to know:
have you two models- one to bake to and one to get the information from?
is the second model added in the rtt dialogue?
are both models visible when you bake?
is projection enabled in the rtt dialogue?
is the projection cage encompassing the whole of the two models tightly?
load more things but that'll do for now
read 289 times
10/3/2011 1:07:42 AM (last edit: 10/3/2011 1:07:42 AM)
thanks for responding. the answer to your first 4 questions is yes, but I don't know what it means to encompass 2 models tightly.
I've completed the same tutorial twice, and it worked right the second time, though on the first saved max file, it's still rendering a weird reddish look
one difference I noticed in the render display is that for the first image - channel = 1:1 and for the second image channel = 1:2. don't know if that means anything or not
read 265 times
10/3/2011 10:18:27 PM (last edit: 10/3/2011 10:53:56 PM)
Havent done projection mapping in max for a while but I think red normally means the projection cage isnt pushed out enough to contain the target mesh, i.e. red = overlapping polys. That is also what ktonne meant by "encompass 2 models tightly"
read 261 times
10/3/2011 10:23:58 PM (last edit: 10/3/2011 10:23:58 PM)
when you say " the projection cage isn't pushed out enough to contain the target mesh", does that mean the plane is too close to the pebbles below it? unfortunately I don't know a lot of 3d max terminology yet
read 249 times
10/3/2011 11:07:58 PM (last edit: 10/3/2011 11:07:58 PM)
the projection cage is the blue wireframe added on top of your original geometry when you select the mesh to bake from in the rtt dialogue
this cage is where the rays that calculate what bit of the high poly is projected to which bit on the low poly- if it doesn't cover all the peaks it won't 'see' those areas- same with indents
the plane should be about in the middle from the high poly's highest point to the lowest point
read 246 times
10/3/2011 11:25:16 PM (last edit: 10/3/2011 11:25:16 PM)
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