For some reason I can't get my Dom War gloss and glow maps to render in max (standard material).
Both are enabled, both set to 100. I can turn my diffuse/normal/spec maps on and off and see that this changes the render, but gloss and glow are doing nothing. I can see the material editor switch from m to M in the Self Illumination and Glossiness settings too.
Edit: Glow maps don't seem to support color. Bum. ah well, thy are displaying now, but are ramped up to 400%
Edit 2: Gloss maps work perfectly at work, just not at home. That was a sodding waste of time last night then.
Replies
If you want the scanline to show a glow fx you need to add a material effect to the channel you see those little numbers, it the icon next to the icon that turns on textures in the viewport? Select one go under render, and say you select effects channel one. Then select the lens effects option and add a glow
1. add material id for more control
2. go under rendering menu and select effects
3. add lens effects
4. select glow mess around with the settings.
if it's an fxs file thing you want Max ships with real time shader that does glow but you'll have to edit it so it can do the rest of the stuff maybe.
Alex
I'll give that a go, except the "mess around with the settings" is the bit where I really need "click here, here, type 9, tick this box".
Try this instead. Make a raytrace material and use the luminosity map instead, I gave me the result I was expecting.
If you want it more intense just bump up the output value.
Alex
Maybe if I invert my glow map and use it as a mask....i'll give that a go.
Edit: I'll give that a go too Sage, I wonder if that's an allowable rendering system for the Dow War, I expect it is.
so where is the problem??
do you want to control the "glow"-color with the selfilumination-map?
Sages Raytrace material idea works with the glow, but buggers up the alpha.
Rolling the idea behind a glow map is to give the artist control of anything they want to glow and what color they want it. It usually replaces the diffuse color. So if you have a model that uses one texture sheet and you make a map black and some areas of green color the only part of the model that glows is where there is no black.
Well any render from Mental Ray is raytraced so I can't see why they would object to the raytrace material.
Alex
For some reason the Raytrace material insists that I invert the alpha channel. The exact same maps wrk differently between the Stndard and Raytrace materials. Inverting it obviously busts the viewport alpha display.
Gah!