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3DS Max - Cube Map - Horizontal Layout > 256

polycounter lvl 12
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Ace-Angel polycounter lvl 12
Hey to all,

I was looking the Wiki, and following this link: http://www.cgtextures.com/content.php?action=tutorial&name=cubemaps, and am confuzzled by a few things.

I wanted to know if there was a way to bake Cube-Maps in Max which are in a horizontal layout following the nvidia output format?

I'm not too savvy about the subject matter, so could anyone enlighten me on how I could go about this process?

Cheers and ciao.

Replies

  • Xoliul
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    Xoliul polycounter lvl 16
    Just bake to vertical cross and then convert with ATi CubeMapGen. Pretty sure that's the only application that supports writing that sort of format.
  • Wrath
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    Wrath polycounter lvl 18
    Ace-Angel wrote: »
    Hey to all,

    I was looking the Wiki, and following this link, and am confuzzled by a few things.

    I wanted to know if there was a way to bake Cube-Maps in Max which are in a horizontal layout following the nvidia output format?

    I'm not too savvy about the subject matter, so could anyone enlighten me on how I could go about this process?

    Cheers and ciao.

    I tried to follow your link, but it's not there.
  • Ace-Angel
  • Wrath
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    Wrath polycounter lvl 18
    What an odd layout. Must be some geeky reason for it, I'm sure.

    Honestly, all cubemap generation from a 3D environment is done basically the same way. Drop a camera in the scene at the origin, set the FOV to 90 degrees, and then point it down the axis you need to capture. You can even set keys in your timeline so that rendering an animation out will get your the images you need in the order you need. From there, you just need to stitch it all together for your final image.

    If you wanted to be really clever, you could probably do something Max's video post to render your seperate cubemap views and then render another camera that's set up to composite everything together.
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