Here is a simple setup for Standard and Raytrace materials. I didn’t do any rendering for many years and probably forgot everything… Renderers.current = mental_ray_renderer() I think the only parameter that makes a difference in this example is the hitResolveMode, which by default is set to #closest. M0 = standard diffuse:black name:#source_matĭiff = bitmaptexture = bitmaptexture = diff The normal map (same as AO) uses the geometry and not the alpha from the materials. I tried with lights, shadows, normal map, and everything renders correctly in Max 2014. The only problem I see is that the final rendered texture does not have proper alpha (based on the images), but for people that don’t have VRay, there could be a workaround to create a separated image and use it as alpha. Just out of curiosity, because I tried it with mental ray and I am trying to understand the problem you described, does this setup work on your end? I see you already solved the problem so this is coming late. Where i want render to texture of source objects the result of target object, expecting a combined texture with alpha as alpha-blend of target textures (or materials) Meditmaterials = m1 = multimaterial name:#target_mat numsubs:2 materiallist:#(s0, s1) T = converttopoly (plane name:#target pos: width:8 length:8 widthsegs:1 lengthsegs:1) Target = converttopoly (plane name:#target pos: width:8 length:8 widthsegs:1 lengthsegs:1 wirecolor:orange) Source = converttopoly (plane name:#source width:10 length:10 widthsegs:1 lengthsegs:1 wirecolor:green)
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