![]() ![]() Also, note that checking "2-sided" is important if you're going to bake Ambient Occlusion on a mesh with overlapping geometry. I'm suggesting a simple Blinn or Phong material. ![]() Max's RenderToTexture function requires you to use a Standard Material. If you already have some UV mapping done manually, skip this step. This step is crucial for automatic UV mapping. Setting up your meshįirst of all, make sure your mesh is in "Editable Poly" mode, then attach any related geometry so that your mesh lies within a single object. See this tutorial for a quick catch-up on indirect illumination with Mental Ray. This tutorial assumes you're familiar with the basic tools available in Max, including how to setup your scene with lights and skydomes, as well as setting up Global Illumination and Ambient Occlusion rendering. ![]()
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