So i've been messing with this little app, trying to render out some vine decals. I've got a scene set up in max because its the only app i can think of that would let me do this. I want to apply an alpha texture to the highres and bake. I've got it set up and it looks good when i do a standard render, but when i try to RTT, it doesnt actually mask anything off in the normals... or well, it does something, but still leaves an outline of the plane.
Heres what i'm getting:
Replies
I made the color/normal match up by having two instanced cameras rendering onto instanced geometry - one set of geometry had the "normalmap" grey material and was only affected by the normalmap lighting, and the other had the diffuse texture on with 100% self illumination and excluded from the lighting.
Obviously if you're just after the normals then you won't need to do the double setup.
Mine, however, did end up as nicely as I'd hoped
http://www.scriptspot.com/3ds-max/normaltexmap
Hopefully it helps. I made the environment a 127 127 255 rgb and rendered and came up with this
hopefully that helps
http://wiki.polycount.net/Normal_Map#BakingTransparency
EQ, I'd like to add your leaf renders (before and after) to that page as a visual example. Would you be cool with this? Could you post the corrected render too?
so hasn't anyone been able to do this on a typical render to texture scenario?
I wanted to bake the vegetation on the prop's uv's so I could put them up in the texture in photoshop, but I get all those transparency errors.
Since the prop is not a simple plane I cannot use the technique you guys describe, so my though was, if max is able to identify the pixels where the alpha is, there is got to be a way to make rtt ignore those pixels and render whats beneath them. Hasn't anyone find out any way to do that? maybe some other program like XSI or Modo are able to do something like that.
oh, here are examples to ilustrate what I want to do in case you were not able to decode my bad english.
by the way, I just wanted to bake the diffuse for now.
cheers!
But that would still leave us with the problem of not being able to bake objects with transparency, a problem that I guess everyone would like to see solved
anyway i'm gonna check it out if the plugin can do that, and if it does, I'm gonna shoot myself.
It is possible to use meshes as the leaves like you said man, thank you for enlightening me and making me read the plugin list of features that I should have read in the first time :poly136: http://www.guruware.at/main/ivy/index.html
anyway, this thingy can be quite cumbersome even without using meshes as leaves so I still think that transparency problem needs to be solved.
Anyway thank you so much EricChadwick, my problem is semi solved. for now.
ok, time to go shoot myself.