As thread title, max is baking my normalmaps in greyscale in the same fashion as a lightingmap, despite clearly having normalsmap checked in the RTT options. Any help would be much appreciated.
Example (Yes, I'm aware of the cage errors I'd just rather fix the more fundamental problems first)
Render settings:
Replies
edit :^^ you guys are pretty fast lol
What should it show you when you render a diffuse, lighting, AO, and normal map?
I think showing the complete map makes the most sense when you start rendering more than one map, and if it was inconsistent it'd be confusing.
also. I was thinking about UV mapping a normal map file. for example, this is my high poly and i was thinking it maybe better to have 1 big section for the grooves so they have the most detail. where as my current NM file they are broken into individual panels with very little detail.
Sorry to hijack your thread marks
I agree it catches way too many people off guard, they should just disable it and give a progress bar instead.
To explain it:
That's the actual output of all the maps combined (same thing as running a "complete map). What it shows is a full render of the object, then based on your settings it saves out pieces of that render. They would have to pop up a few windows if you had a few maps going at the same time (Diffuse, AO, Normal, Height) that could be more annoying and possibly even slow the whole process down more?
If its really annoying disable it in the Render Setup Window (9) > Common Tab > uncheck Rendered Frame Window. Or think of it as a progress bar.
It's more a "once bitten now you're immune" issue then it is actually "broken".
Lee, It depends on what version of 3dsmax you have, if its 2008-09 then in the material editor you change the "Show Map in Viewport" button to be Pink checker instead of Blue. If its older there's a lot more wrangling that needs to be done and I don't remember off the top of my head.
You can put the normal map UV's on a separate UV Channel, but it depends on the engine as to if that is supported, UE3 does handles up to 99 channels but realistically you should stick to 3. Diffuse, Normal, light/shadow map.