Learn how to render maps based on editable poly topology.
- A common shading workflow for games, virtual worlds, … and other realtime applications … is to pre-render ambient occlusion or cavity map data. … Then that map data can be combined … with other shading components. … For example, the ambient occlusion or cavity map … can be multiplied with the diffuse or base color … to darken the mesh in recessed areas. … The map data is dependent on the mesh object's topology, … and so, just as with vertex color operations, … we need to make sure the mesh is completed … before we get to this step. … The ambient occlusion or cavity map … can be optionally baked into … their own vertex color channels. … In the standard workflow, … I'm going to demonstrate using the render surface map tool. … We need to generate bitmap files, … even if we don't end up using them … as final assets in our game engine. … In this case, rendering bitmaps is an intermediate step. … I'm building on what we did last week, … which was to bake a complex procedural map network …
AuthorAaron F. Ross
Skill Level Intermediate
3ds Max 2017: Advanced Lightingwith Aaron F. Ross2h 52m Advanced
3ds Max 2017: Advanced Materialswith Aaron F. Ross2h 34m Intermediate
3ds Max: Rendering with Arnold (2017)with Aaron F. Ross2h 40m Intermediate
3ds Max 2019 Essential Trainingwith Aaron F. Ross10h 39m Intermediate
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3ds Max: Tips and Tricks
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