mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-24 16:16:14 +00:00
28 lines
No EOL
1.7 KiB
Text
28 lines
No EOL
1.7 KiB
Text
>> How to create nel water in Max <<
|
|
|
|
NeL support a form of water that can be edited in 3DS Max.
|
|
|
|
- Create a convex polygon (with z = 0 in object space) for each area of water
|
|
- Apply a NeL material to this shape
|
|
- Select water material
|
|
|
|
For now, full water display is only supported on GeForce 3 (though, it will run with older cards, but will look a lot less nice :( )
|
|
|
|
The following max map are used to create the water (their name may be misleading, but not all the water maps have an equivalent in max)
|
|
|
|
- Texture 1 : an environment map that is reflected by water. Basically,
|
|
it is obtained by rendering the top hemisphere of the skydome.
|
|
- Texture 2 : May be used to set an alternate texture for the env map.
|
|
- Texture 3 : the same than Texture 1, but for underwater
|
|
- Texture 4 : the same than Texture 2, but for underwater
|
|
- Texture 5 : here, you select a heightmap that is used to deform the envmap of the water. (the bumpmap is build from the heightmap)
|
|
- Texture 6 : The same as the Texture 5, but it is used to deform the previous bumpmap (water animation)
|
|
- Texture 7 : its alpha and colors are used to modulate the final color and alpha of the water
|
|
It is then possible to blend between these 2 map for night / day transition (with the night / day dialog in the object viewer)
|
|
|
|
|
|
Texture coordinates apply only to the diffuse map. This texture may have any orientation provided this orientation is the same over the whole polygon
|
|
|
|
For the bump map, you can't specify orientation but only speed and scale (in the NeL material)
|
|
|
|
IMPORTANT : vertices between various water area should be EXACTLY welded, otherwise (big..) holes may result during the rendering. |