We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

How to export the lightmap correctly

Home Forums Graphics / 3ds Max How to export the lightmap correctly

Tagged: 

Viewing 7 posts - 1 through 7 (of 7 total)
  • Author
    Posts
  • #47320
    方伟 宾
    Customer

    How to export the lightmap correctly? I can’t find the lightmap channel on the final material through the console, and its material type is meshnodematerial. If it is pasted on the emissivemap, its final mapping effect is incorrect compared with the lightmap, so I connect a mixing node myself. Will this increase the material operation efficiency

    Attachments:
    You must be logged in to view attached files.
    #47326
    方伟 宾
    Customer

    What is the name of the parameter emissiveintensity? It is not found in the result of the console

    #47423

    There’s no predefined method to do this or a specific input for thit map. You will need to find how to connects it using tryings and errors method.

    Co-founder and lead graphics specialist at Soft8Soft.

    #59440
    amirferdos
    Participant

    Hi Mikhail

    I went over the MeshStandardMaterial,
    https://www.soft8soft.com/docs/api/en/materials/MeshStandardMaterial.html

    As you are aware, there is an option to load the lightmap, and I also loaded it using javascript pazel. The blending outcome was accurate if I paid attention to the brightness and mixing with other maps, but since I am a 3D artist, working with javascript is very challenging for me. Here are some suggestions:

    In order to effectively compete in the large market for 3D architectural visualization, it is crucial to use baked, high-quality lightmaps. Would it be possible for you to create a special option for 3ds Max export materials that uses MeshStandardMaterial rather than MeshPhysicalMaterial and replaces self-illumination with lightmap?

    #59445
    kdv
    Participant

    According to this https://blenderartists.org/t/newbie-how-to-export-lightmap-for-gltf-2-0/1335887 light maps are not supported by glTF. But they are supported by THREE and V3D engines, so you can use this workaround

    Light maps require the second UV map.
    https://v3d.net/dqv

    Instead of MeshStandardMaterial you can try MeshPhongMaterial or MeshBasicMaterial. They look different with light maps.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #59448
    amirferdos
    Participant

    at first thank you for replying,

    I have some questions about this code:

    it will convert all the materials that have emission?

    what will be the new material names?

    #59449
    kdv
    Participant

    it will convert all the materials that have emission?

    this script will find all meshes with emissive maps

    what will be the new material names?

    add this string to name the new material
    newMaterial.name = object.material.name;

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

Viewing 7 posts - 1 through 7 (of 7 total)
  • You must be logged in to reply to this topic.