When using the Phong shader, the Specular Color becomes the $phongexponenttexture.Ambient becomes $AmbientOcclTexture (create this map with Mental Ray or Render Surface Map).Self Illumination becomes $selfillumtexture.If no bitmap present, uses the color as $color or $color2. The tool will use the following maps (there is a chart further down the page): The Blend is a special case and is detailed in the link above). In the case of these materials, almost all settings and parameters come ultimately from a Standard Material (as the multi-subobject, shell and blend all reference Standard Materials. Blend (See link for Blend to WorldVertexTransition docs).Note that it will only work on the following material types: ![]() ![]() Using Specular Level and Bump at the Same TimeĬlick this button to open a tool to export your textures to VTF.The rest of this page gives you various tips and facts relating to the 3ds Max materials, which materials you can use, what maps are exported and what settings can translate to the Source Material. Most of the material functions can be accessed in the Wall Worm > Wall Worm Materials sub-menu. This page details how materials in 3ds Max map to materials in Source.
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