ma3stro
04-17-2007, 07:14 AM
We're working with a game engine that does not have a lightmap renderer, but supports pixel shaders up to 3.0. We can create any shaders we need in order to get the results we want, but we need to preprocess lightmaps in a special way to achieve directional lightmapping (Source Engine/UE3/Crysis, etc).
Does anyone have any ideas on how we can achieve this in Max? The only idea that comes to mind is writing a special mental ray shader that gives us the desired output, but we'd have to contract that out since no one here has experience with mental ray shaders.
Here are some papers that explain the technique:
http://stud3.tuwien.ac.at/~e9907459/directionalLightmaps.pdf
http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf
Does anyone have any ideas on how we can achieve this in Max? The only idea that comes to mind is writing a special mental ray shader that gives us the desired output, but we'd have to contract that out since no one here has experience with mental ray shaders.
Here are some papers that explain the technique:
http://stud3.tuwien.ac.at/~e9907459/directionalLightmaps.pdf
http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf
