My issue is fairly straight forward. I've got a height map, a colour map, and three texture masks made from the colour map. I figured I could just have multiple layers, one for each texture, and have the texture mask dictate where on the mesh the texture is hidden/shown.
But I can't find anything like this in 3DS Max. So how do I take a heightmap, along with it's colour map (and derived masks if they're any use), and render it in 3DS Max?
I know that pretty much every game engine that has any meaningful amount of terrain supports doing this, so it's rather odd that 3DS Max doesn't. Furthest I've gotten is rendering the heightmap itself as a mesh, by applying a Displace modifier to a flat plane and using the heightmap as the displacement map. But that's all I've managed to do.
I'm not against using other tools to accomplish this, but I would like to have the final product be in 3DS Max if at all possible.
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Edit: Actually, changing the tile does affect, but even at 99999.0, the maximum value, it's still super stretched out, a hundred times worse than an N64 game
Make sure your viewport texture resolution is high enough in case that's the culprit (that's what Quicksilver is using).
Interesting that the composite map works after all, the manual said the opposite.
But if you absolutely must, then use the DirectX viewport mode, and create a shader in Shader FX. It's the only way you're going to get anything decent.
Not sure what your mileage will be with a Radeon, but Iray (free) and Vray GPU went through far more development time than seems to be the case with Quicksilver. (Quicksilver should work with Shader FX, though, at least in theory, so that might be worth looking into, but it's a potential time sink if you are completely new to this.)
But you'll have the easiest time actually using a game engine. Like Unreal.
Some links to get you started.
https://polycount.com/discussion/88933/how-to-make-terrains-for-games/p1
http://wiki.polycount.com/wiki/MultiTexture