I am trying to set up a faked ambient occlusion over a tiled map that will display in Max 8's viewport, and was wondering if anyone could offer some help. I have a tiled map on one UV set set to map channel 1, and a "light map" on a second, specific UV set set to map channel 2. I plopped both of these maps into an RGB Multiply and hoped the DX Display of Standard Material would chug through it...and it did, but it seems to only display both maps according to one or the other UV sets but not both at the same time. Is there a way to do that? Perhaps jsut some setting to enable? or is it a "Sorry, viewport doesn't do that
" issue?
Replies
Rather stupid if you ask me, since it's the #1 app for game content creation. You figure they'd be a little more game-specific by now.
Ben Cloward posted a new custom shader for 3dsmax that Ryno requested, which I believe displays a lightmap on a different UV channel on top of a main texture. His post is at the bottom of that page. Might be what you're looking for?
That way they don't have to place the file.
screenshots of it should be fine though surely?
You know that's funny...I had just assumed the art test submissions would require the source files...but they never specifically mentioned that. I'll shoot them an email later today asking for some clarification.