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3dmax2(3dmax2)
Render to texture
The render to texture tool in 3ds Max can render or bake all kinds of scene elements into textures, including lighting and shading. These special textures can be used in real-time 3D applications, such as games, to reduce the burden on the renderer, thereby increasing frame rate.
In this course, the basic usage of this function will be described.
Note: all the necessary files for the tutorial can be found in the tutorial file CD attached to 3ds Max 7. Before you run the tutorial, copy the \tutorials directory from the CD to your \3dsmax7 local installation directory.
Check settings:
Load file tut_texturebake_start.max. This file is in the \tutorials\vertex_color folder.
The scene consists of a textured biplane model and a projection shadow floodlight. First of all, youll see the scene after rendering in 3ds max.
To ensure that the perspective viewport active. On the toolbar, click quick render, or press the Shift+Q key to render the scene.
Note that shadows appear in the rendered image, especially the shadows projected by the propeller blades and vertical struts between the upper and lower wings. But these shadows do not appear in the perspective viewport.
Close render frame window.
Select the Fuselage object; this is the fuselage of the biplane.
Fuselage uses the UVW development modifier to perform complex and precise texturing settings. Since this is the only object in the scene that has a texture map, this course will focus on this object. First, look at the texture.
Go to the modify panel and ensure that the UVW expand item is highlighted in the modifier stack display.
On the parameter volume scroll bar, click edit.
This opens the edit UVW dialog box. You can see how the texture map is split up into different parts, and the different surface clusters are stacked with each other. These face clusters are UVW map coordinates corresponding to different parts of the Fuselage mesh.
Close this dialog box.
Press the M button to open the
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