Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk 3ds® Max® / Autodesk 3ds Max / 3ds Max Design 2009 / MAX 2009-- Mental Ray materials-- self illumination translation from standard material to MR
  RSS 2.0 ATOM  
2 pages: 1.2 first

MAX 2009-- Mental Ray materials-- self illumination translation from standard material to MR
Rate this thread
 
13203
 
Permlink of this thread  
avatar

FX-Dz9 12 June 2008 01:07 PM

I’m attaching a rendering with the original map images photoshoped in next to the rendered item.  You will see that while I was able to get the material to be self-illuminated (no lights shining on it), the color saturation of the bitmap has faded.  The more I try cranking up the self illumination, the more white (or set color property) permeates and washes out the original graphic image.  Below is a link to download the MAX file with the maps so you can see what I’m messing with in terms of materials.  I’ll be the first to admit that I’m just guessing on how to create and refine these MR materials.  It’s a whole new world compared to the standard materials of old that were fairly straightfoward to create and define.

Use the following links to download your file(s).

self illum graphics.zip
https://www15.sendthisfile.com/c.jsp?t=vVR6tiBz4HV3OrqrDIUsOf8a


Note: These files will expire in 14.0 days from 2008-06-12

Hi

you cam post again? I need to make a tv works in a scene.



d(-_-)b WHY BE NORMAL ? WHEN YOU CAN BE YOURSELF !!!! =^.^=

Daniel Drummond



http://www.difusa.com.br

<!-- Facebook Badge START -->3D Artist<br>http://badge.facebook.com/badge/207444586786.3124.1915494961.png<br>Promote Your Page Too<!-- Facebook Badge END -->

Replies: 0
2 pages: 1.2 first