From the course: 3ds Max: Tips, Tricks and Techniques

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Baking multiple vertex color channels with VertexPaint

Baking multiple vertex color channels with VertexPaint - 3ds Max Tutorial

From the course: 3ds Max: Tips, Tricks and Techniques

Baking multiple vertex color channels with VertexPaint

- [Instructor] Continuing our exploration of vertex color in 3ds Max, today I want to talk about how we can actually store multiple vertex color channels. Last week, we used the render surface map tool to save out ambient occlusion and cavity maps and now, I'm going to bake those into their own data channels in this mesh object. The train object actually already has data in its vertex color channel. We've previously stored the diffuse color in there. Currently, what we're seeing on the screen is a texture which is the ambient occlusion map. Let's disable the display of textures so that we're quite clear on the difference between a texture and a vertex color channel. I'll go into the Material Editor. I've got a standard material applied onto the object and it's got an occlusion bitmap attached to its diffused color. Select that standard material node and disable Show Shaded Material in viewport. All right so let's minimize…

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