Hi guys
This seems like max 101 here, all I'd like to do is get out a copy of the normal buffer when rendering in max. I'm using default scanline. I only really use max for making FX textures so at the moment I'm not concerned about the best renderer, and almost out of prinicpal I don't really want to have to try out Vray, etc as I thought this is something that should be quite easy?
Can't see it listed under render elements. The other thing I tried was using a DX shader to just display the normals (thanks, Ben Cloward) but of course that can't be rendered?
Cheers
Replies
@Frankie - yeah I've seen that, again a last resort really I guess I could run the zdepth through crazybump or something else, again, i was hoping for the accuracy of the actual normals but it seems a little difficult to set up.
cheers guys
If you did a zbuffer a one of the nvidia or xnormal photoshop plugins should work just as well as crazy bump as you don't need to try and extract values from a diffuse texture to get an approximation of heigh values, then you could possibly setup an action in photoshop... and make sure you save the output at the highest bpp possible. It does sound like a hassle, I'm also suprised max didn't have normal in the render elements?
gw.setPos 0 0 2048 2048 (2k x 2k, for example);
img = gw.getViewportDib();
img.filename = bmpPath + bmpFilename + ".bmp";
save img;
It still feels like there should be a way to output the normal buffer by default, it seems a bit odd.