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L3DT to 3DS MAX using alpha maps

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L3DT to 3DS MAX using alpha maps

Postby imulator » Mon Feb 08, 2016 6:42 pm

Hi,
I'm trying to do this step by step tutorial
http://www.bundysoft.com/wiki/doku.php? ... nklemister

but this point in the tutorial does not quite understand

II - Export alpha maps of the textures. Then, using Max's material editor, create a texture that is a “Multi/Sub-Object” as opposed to “Standard”. Then for each alpha map/texture that you have create a blended material with the first layer being the texture you want, the second layer being none, and the mask being the alpha map. This way takes more time but will give you much higher quality.

such materials (“Multi/Sub-Object”) are used in 3ds max when you have an object with several Map ID's, if I make the material as shown in the tutorial, and apply it to the terrain (object), it renders only material ID 1 , because the object has only 1 ID mapping.

Please, could you explain me as I can assign the 4 materials, using the alpha maps?

Thanks
imulator
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Re: L3DT to 3DS MAX using alpha maps

Postby joehot200 » Tue Mar 01, 2016 11:09 am

I believe you're asking "How can I assign multiple textures to an alpha map?".

Depending on what 3DS Max uses, you will most likely or 4 layers per image.

https://i.gyazo.com/267df8b4fa1455c95a9 ... ca5a98.png
joehot200
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Re: L3DT to 3DS MAX using alpha maps

Postby imulator » Tue Mar 01, 2016 5:26 pm

Hi,
that step is correct, but the exported object (.obj) has no texture coordinates for apply material and must be created in 3ds max.
how I can assign four alpha maps to an object that has only 1 material ID?
imulator
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Joined: Mon Feb 08, 2016 6:29 pm


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