Light Maps with 3DSMax and VRay  — II

Other posts of the serie

  1. Light Maps with 3DS­Max and VRay — III (Octo­ber 28, 2010)
  2. Light Maps with 3DS­Max and VRay  —  II (Octo­ber 28, 2010)
  3. Light Maps with 3DS­Max and VRay — I (Octo­ber 28, 2010)

Save the scene. Select all geom­e­try objects and go to Util­i­ties > Col­lapse. Check Mesh, Mul­ti­ple Objects and press Col­lapse select­ed.
This will con­vert all geom­e­try to editable mesh­es. Choose from the main menubar Ren­der­ing > Ren­der to Tex­ture.
Now enter the fol­low­ing set­tings in Ren­der to tex­ture dia­logue:

Sec­tion Gen­er­al Set­tings:
In Out­put group, set Path to “C:\lightMapsTutorial\”.

Sec­tion Objects to Bake:
Here you will see the names of the select­ed geom­e­try objects, which will be “baked”
In Map­ping Coor­di­nates group choose Use Auto­mat­ic Unwrap,
Chan­nel — 1

Sec­tion Out­put:
Click Add but­ton, choose VRay_­Light­ingMap from Add Tex­ture Ele­ment dia­logue and click Add Ele­ments.
In Select­ed ele­ment Com­mon Set­tings group:
Enter Light­ingMap in Name text box.
Choose Dif­fuse Col­or from Tar­get Map Slot.
Check Use Auto­mat­ic Map Size.

Sec­tion Baked mate­ri­al:
In Baked Mate­ri­al Set­tings group, choose Out­put into Source. Check Ren­der To Files Only.

Sec­tion Auto­mat­ic Map­ping:
In Auto­mat­ic Map Size group, check Near­est Pow­er of 2.

Click Ren­der. Wait until the ren­der proc­cess is fin­ished. Select all geom­e­try objects and go to Util­i­ties > Col­lapse. Check Mesh, Mul­ti­ple Objects and press Col­lapse select­ed. This will col­lapse all Auto­mat­ic Flat­ten UVs mod­i­fi­ca­tors and will con­vert the geom­e­try to editable mesh­es.

Open Mate­ri­al Edi­tor and cre­ate a stan­dard mate­ri­al, named “floor” Go to Maps > Dif­fuse Col­or and choose Bitmap for Map. Browse to “C:\lightMapsTutorial\” and choose “floorLightingMap.tga”. Click Show Stan­dard Map in View­port but­ton, and assign the mate­ri­al to “floor” object.
Repeat the oper­a­tion for the remain­ing five objects “sphere1”, “sphere2”, “sphere3”, “box1” and “box2”, nam­ing the mate­ri­als with the cor­re­spond­ing names and apply­ing the cor­re­spond­ing maps in the dif­fuse col­or slot. At the end, your Cam­er­a01 view­port must look in this way:

In Mate­ri­al Edi­tor, Util­i­ties menu, choose Con­dense Mate­ri­al Edi­tor Slots. This will remove unused Unwrap Check­er mate­ri­als.
Now acti­vate Cam­er­a01 view­port, choose File > Export… from the main appli­ca­tion menu, nav­i­gate to “C:\lightMapsTutorial\”, choose “Shock­wave 3D Scene Export (*.W3D)” for Save as type:, type “lights” for File name: and click Save
In Shock­wave 3D Scene Export Options:
Set Geom­e­try qual­i­ty to 100%.
Set Tex­ture qual­i­ty to 100%.
Choose No lim­its on tex­ture size.
Check all check­box­es in the Resources to Export group with excep­tion of Ani­ma­tions, Tex­ture map Resources, Enable Toon and SDS and Light Resources. Click Export.

Save the scene in “C:\lightMapsTutorial\” under the name “geometry.max”
Go to Mate­ri­al Edi­tor and remove all maps from all mate­ri­als.
Change the dif­fuse col­or of the mate­ri­als in the fol­low­ing order:

floor-243, 243, 243
sphere1-255, 0, 0
sphere2-0, 153, 0
sphere3-0, 132, 255
box1-180, 110, 0
box2-255, 200, 120

Choose File > Export… from the main appli­ca­tion menu, choose “Shock­wave 3D Scene Export (*.W3D)” for Save as type:, type “geom­e­try” for File name: and click Save.
In the Shock­wave 3D Scene Export Options:
Check Light Resources check­box in the Resources to Export group.
Click Export.
 
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