132 lines
4.9 KiB
Text
132 lines
4.9 KiB
Text
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>> 3dsmax material features supported by the NeL export <<
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SUMMARY
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-> Export those information from stdmat
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-> How to use lightmaps
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-> How to use "color vertex"
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-> How to use "alpha vertex"
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-> How to use multitexture
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-> How to manage multiple textures set for a single material
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-> Export those information from stdmat
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* Ambiant color
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* Diffuse color
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* Specular color
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* Self illumation value (pseudo)
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* Self illumation color (pseudo)
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* Opacity
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* Shininess (pseudo)
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* Glosness (pseudo)
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* Diffuse texture
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* Opacity texture. If opacity texture and diffuse texture are used, NeL try to use the alpha channel of the diffuse texture as opacity map.
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* Double sided
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* You can use crop if you don't repeat the texture.
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* You can use crop and repeat the texture on U if the U crop is full (0 -> 1).
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* You can use crop and repeat the texture on V if the V crop is full (0 -> 1).
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* Extended parameters transparency type (filter or additive)
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* Specular is used throught cube environnement mapping (use composite to give the 6 faces a unique texture)
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-> How to use lightmaps
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Use a NeL material.
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Check the box "lightmap".
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You material MUST have a texture.
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The object must be mapped.
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You can map your object twice using the second mapping channel for the lightmap. (Use CopyMap)
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YOU CAN
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-------
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Lightmap can be used with vertex color
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Lightmap can be used with alpha test
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The material diffuse color is used
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The material ambiante color is used
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YOU CAN'T
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---------
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Lightmap can't be used with alpha vertex
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Lightmap can't be used with multitexture
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Lightmap can't be used with specular map
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The material specular color is not used
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The material opacity is not used
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The material can't be used with extended parameters transparency type (filter or additive)
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-------------------------------------------------
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-> How to use "color vertex"
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See the sample "color vertex.max"
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Use a NeL material.
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Check the box "color vertex".
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You can edit your vertex color with vertex paint or edit mesh.
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-> How to use "alpha vertex"
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See the sample "alpha vertex.max"
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Use a NeL material.
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Check the box "alpha vertex".
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Choose the channel to use as alpha. You can edit your vertex color with "vertex paint" or "edit mesh".
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Then copy it with "CopyMap" in the selected channel for alpha vertex.
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The source of the copy must be 0, the destination is the channel you have choosed in the NeL material.
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-> How to use multitexture
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-> How to use specular texture
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See the sample "specular.max"
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-------------------------------------------------
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-> How to manage multiple textures set for a single material
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When selecting a map, you can choose bitmap as a map type, but you can also select Nel Multi Bitmap.
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With a NeL multi bitmap, you can have 4 sets of maps for a single material.
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The 'bitmap' slot of the map isn't used anymore, it is just useful to select the currently displayed map.
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The 4 slots are in the 'Aditionnals bitmap' rollout.
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If the file name is left blank, that means that there's no map assigned for that slot.
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The 'Get' button allows you to choose the bitmap, and a 'View' button allows to display it
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You can convert all maps in an object to 'Nel Multi Bitmap' maps by using macro script called 'ConvertMaxBitmapToNelBitmapMacroScript'
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It operates on the selection, and can convert materials that are either StdMat, NelMaterial, or MultiMaterial.
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Once you start using Nel MultiBitmaps, you can toggle which bitmap is displayed in the viewport by using the macro scripts
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called SelectNelBitmapSet1..4. Sometimes you may need to refresh the display to get it work..
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If a slot hasn't been defined, the first slot is taken as a default.
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Note : you can also change the displayed set of texture in the object viewer, in the 'View' menu.
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----------------------------------------------------------
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-> How to use Per-Pixel-Lighting ?
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Per pixel lighting i available on GeForce 3 (and above) only for now. On other boards, gouraud shading is used instead. It is based on the blinn model.
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No bump is applied. Only the nearest light is rendered using p.p.l. Others are rendered using gouraud shading.
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(to keep single pass rendering). For now, only per instance attenuation is done.
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REQUIRED : You model must have one, and only one stage of texture used (but is can use several textures)
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A continous mapping is needed to applied per pixel lighting techniques.
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YOU CAN'T
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- You can't use a mesh vertex program when this shader is used.
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- You can't mix shader that use a vertex program in a single model.
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HOW-TO
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- Create a NeL Material
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- Select the per pixel lighting shader (with or without specular)
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- Apply it to your model.
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- Apply a mapping and a texture to your model
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