Hello!
Well, I just wanted to ask it in
this thread but since it's a different thing, I've made this thread specially for it.
The question is how to render texture (bake) normals map from frame x to frame z in 3DS Max?
There is a already a model with particle emitter that emits particles on a plane, the plane should be used for baking the normals so that I could have its animated normal map for a car's windshield in my game when it's raining. Here is the scene that should be rendered:
I've seen
this page, it does not say how to render frames at once.
I expect it to have this result (Please note that this is animated, but each frame should be rendered and saved as JPG so I then can animate them in a Flipbook shader) :
Is this way correct? if yes please help and answer this thread if no, then what should I do for it?
Thanks in advance.
Replies
Then you can composite the individual textures together into the flipbook texture like this:
I used this method recently to make ripples in a puddle:
[ame="http://www.youtube.com/watch?v=XjJGOdj0Biw"]http://www.youtube.com/watch?v=XjJGOdj0Biw[/ame]
The is how my normalmap flipbook looks( 4x4 images):
The tiling is not perfect on this, but never mind that .