View Full Version : Multitextures in viewport
Traker 11-06-2003, 09:08 PM does max supports multitexturing in viewports like maya does?For example to have a road(texture coordinate 1) with some alpha decals(damages,limitlines,mapped on texture coordine 2) and to be visible in max viewport NOT at render...
If this is a material editor related thing is there a material that could have to posibility to put like 8 passes with alpha channels on a poly so it can be displayed in the viewport?
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Chad Capeland
11-06-2003, 10:06 PM
You can software render a material to the viewport, so ANY material can show up in the viewport exactly as it renders.
This is slow, but allows ANY material to show up, no matter how complex it is.
- Chad
EricChadwick
11-07-2003, 02:05 PM
Not true, unfortunately.
Max only displays one UV at a time, and uses that UV to bake the material into a single bitmap for viewport display.
Unfortunate for us real-time folks who use multi-texture or the like. There is an alternative of sorts, the ActiveShade viewport. It does the right thing, but then again it's just a render really, not a rotatable viewport.
There's a thread on CGChat about this that might be worth a read.
http://www.cgchat.com/forum/showthread.php?s=&threadid=16003
Traker
11-07-2003, 02:24 PM
And when you think that discreet realeased the 6th version of max with no posiblility of viewport multitexturing...they added all sorts of stuffs that are 90% useless.
I remember that the multitexture issue was added to wishlist on discreet forums right after max5 was released and we all hoped that it will be integrated somehow in the service pack(5.1)...now they didn`t even added it to max6...
Chad Capeland
11-07-2003, 04:21 PM
Works fine on my machine.
This is two procedurals and one bitmap.
- Chad
EricChadwick
11-07-2003, 04:39 PM
Can you post a max file? (Saved from v5 would be great, don't have v6)
Just to be sure, I wonder if you could try three bitmaps, each using a different UV channel and different UV tiling (tiled in the modifier as opposed to in the material settings). Kind of difficult to tell with procedurals.
Traker
11-07-2003, 05:40 PM
I have doubts that they are mapped on different Uv`s...:)
Chad Capeland
11-07-2003, 05:58 PM
Nope, it's all on the same UV channel.
Hmmm...
- Chad
Chad Capeland
11-07-2003, 07:30 PM
Best bet is to use the textue baker and shell material for that. This way ANY map in ANY channel can work. Even falloff maps.
- Chad
EricChadwick
11-07-2003, 07:56 PM
Yeah, but it's not interactive. I need something where I can see material/texture/uv updates in realtime, so I can see my content while I'm editing. Baking it would allow me to rotate the model, but anytime I changed something I would have to re-bake it. Even then it wouldn't be accurate, since I'd be baking textures of different resolutions into one fixed res, resampling them.
The Viewport Shader works, kinda. You have to be running in D3D display mode. Metal Bump allows 2 bitmaps to use their own UVs, but you can't use any masks... you only get a mix slider between them. Also doesn't replicate itself in the scanline properly (even if the Sync check is used).
Basically I've come to the conclusion that max isn't suited to this task, unless someone were to edit the Viewport Shader and make it really useful. Oh well...
Chad Capeland
11-07-2003, 08:40 PM
Texture baker is as interactive as it could be. There's a lot of computation to do to solve the final per-object textures.
What it offers is a no-comprimise solution, it even works with animation.
With the viewport shader you will always be making compromises.
- Chad
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