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Tagged: lightmap
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2021-11-29 at 8:15 am #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
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You must be logged in to view attached files.2021-11-29 at 8:19 am #47326方伟 宾CustomerWhat is the name of the parameter emissiveintensity? It is not found in the result of the console
2021-12-01 at 7:50 am #47423Mikhail LuzyaninStaffThere’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.
2023-01-07 at 5:27 pm #59440amirferdosParticipantHi Mikhail
I went over the MeshStandardMaterial,
https://www.soft8soft.com/docs/api/en/materials/MeshStandardMaterial.htmlAs 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?
2023-01-08 at 12:57 am #59445kdvParticipantAccording 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/dqvInstead of
MeshStandardMaterial
you can tryMeshPhongMaterial
orMeshBasicMaterial
. 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.
2023-01-08 at 4:37 pm #59448amirferdosParticipantat 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?
2023-01-08 at 4:41 pm #59449kdvParticipantit 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.
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