hey folks
I work with both Maya and Max and was curious if Max has any method of making materials glow via texture channels.
Maya has a function in their material editor that has a glow channel. I know that Max has a self illumination channel, but it doesn't have, at least that i've found, a channel to stick a glow map in to make certain parts of a material emit a small fuzzy glow.
here is a render of the effect I'm trying to achieve in Max. This is a maya software render with a map thrown in the glow channel on the lights on the ceiling. Any ideas?
![shot1-1.jpg](http://i189.photobucket.com/albums/z105/williafx/shot1-1.jpg)
I know that the maya glow is a post processing effect... what would Max's equivelent be? Thanks everybody!
Replies
You could even add a bloom effect in post in max aswell (Render Elements)
OR
You could also use SEXY realtime shaders and display the glow/bloom inside the max ui.
heres a link to two shaders i know have glow map support.
1)The one over at GA awhile ago
2)This one is by buzzy over at 3dtotal
OR
You could even alpha that small fuzzy glow aswell!
First assign a G-buffer ID to your emitter objects (right click objects and change g-buffer to let's say 2) this means that only objects with this ID will be altered by the filter.
Go to rendering > video post > press add scene event (teapot) assign which camera or viewport you want to use > press add image filter event > lens effect glow > Ok > click setup to change parameters.
You should be able to see your changes in the preview window as you tweak the settings, note that the effect will only be visible when rendered from videopost not with default scanline renderer.
(Edit - apologies butt_sahib, your first shader link is an improved version of hammertime.fx)
Psyko, I've found several diffferent tutorials online for the method you're talking about and it's one that I think would be easy and understandable... but I keep getting the wrong results... it keeps applying the glow effect to the ENTIRE object, when I want it to only be applied to little bits and areas that I've predetermined with my glow map. How do I get the glow effect to be limited strictly to my where my UV coords and glow maps indicate?
My material ID channels don't seem to be obeying me.
Max unfortunately calls this the "Material ID Channel", not to be confused with the Material IDs used in the Multi/Sub-Object material.
Anyhow, down in your Bitmap set this button to a non-0 number, and in Lens Effect Glow check Effects ID and set it to the same number.