Render to texture problem.

ahmadi

28-09-2006 09:09:55

Hi, i have a big terrain that was designed by 3DS Max:
http://www.imagehangar.com/serve.php?pic=large/84258600_1159430878.jpg





now i want bake texture (render to texture ) for my terrain , but 3dsmax only make one texture for my terrain and i can only set size of texture,one texture is not enough for the big terrain and i need at least make 20 textures for my terrain 20 * (512*512).
in my max render to texture option i can not find any option that i split my big texture to some smaller part ! and 3ds max make one texture per one mesh.
anyone know how can i bake more than one texture per one mesh? my big terrain is only one mesh and max only bake for it one texture! and its bad for me.

Lioric

28-09-2006 16:07:10

You can use several methods to produce the result you want

Using a script to split the texture in the size you want and then modify the uvs the correctly values

Or you can split your mesh in 20 objects, then bake the texture of them (this will produce a 20 textures) and then attach all the objects to a single mesh, this will produce a single mesh with 20 texture images

ahmadi

28-09-2006 16:18:42

you can split your mesh in 20 objects, then bake the texture of them (this will produce a 20 textures) and then attach all the objects to a single mesh, this will produce a single mesh with 20 texture images
after spliting user can see my part edge, because it have different smoothing group , however my terrain is big and 20 is only an example, really i need more than 20. i think your second way can save me. :D

Using a script to split the texture in the size you want and then modify the uvs the correctly values
ohh its nice, please describe more,i never wrote any script, please help me, you can save me.... my modeler modelling is blocked until i find a way.
i can not find any similar scripy on google. :cry:

Lioric

28-09-2006 18:19:03

You will need some experience writing macroscripts if you want to do this, its very easy but you need to know at least the basis

So a manual process its probably your best option, the PLSM2 includes a map splitter tool to create several pieces of the big terrain texture, i have not used it, but probably its useful to you, then you need to manually map the terrain pieces (textures) over your big mesh

I dont see why you are worried about the egde normals when you split the mesh in smaller objects, you can bake a color map for each object, and a single shadows image for the big mesh

Then you add an UV map for each object (piece) but with the UVS coords from the bigger mesh, and in this channel you add the shadows image previously baked from the big mesh, and bake each object again, this will produce the smaller images for each object with the color and the shadows in the same image, and no seams in the images

Then you can attach all objects to get the full big mesh, with several textures

ahmadi

30-09-2006 13:53:08

ok, now i split my mesh and i have some baked textures for each part of mesh, but each part have two UVW Mapping, one is for orginal texture and second is Baked texture,i dont need orginal texture now, how can i remove it? i only need baked texture.
i want say 3DS Max that after "render to texture" remove orginal material and give a simple material with simple diffuse texture that have baked texture.and no more.
i dont need orginal material.