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I do as you offered. The problem only is that I am accustomed to use mental ray light sources and daylight system and mental ray shaders as materials and have to use shell material for scanline. Beside Scanline ignores any displacement on a material while baking unless it’s a true geometry.
I am curious whether it’s fixed in Max 2013 ? I have Max 2008
ps. Another thing that bothers me a lot is that Max baker seems to render every texture square. So if I need to get a texture 128x2048 pixels it nevertheless do it 2048x2048 and then rescale it to what I requested. It sometimes takes just forever with a decent sampling quality. Does it still work the same way?
Author: goonp
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