Ok your creating a composite shader not a map, this isnt what you want. You need to stay with the standard shader, go to the diffuse map slot and create the composite map in there. this will give you a node in the diffuse slot that can do basic compositing much like a mix8layer in maya heres a tutorial on the map…
google: http://www.mvps.org/vbdx/tutorials/exportx/index.html http://www.3impact.com/3Impact_Engine/hulk7123/3dsmaxtips.htm http://www.andytather.co.uk/Panda/directxmax.aspx so there should be already available exporters for *.x. Another way would be to use a popular format and or standard and use free classes that are…
If you don't want to make one, you could use the Generic Image Based Lighting .fx file made by CrazyButcher and Brice Vandemoortele and Cedric Caillaud. http://www.luxinia.de/index.php/ArtTools/3dsmaxFX Or the Skin shader by Ben Cloward. http://www.bencloward.com/shaders_skin.shtml
they were right, this doesn't work. I was thinking of a material setup tutorial i read a while back. http://3dsmaxrendering.blogspot.com/2008/07/ambient-occlusion-with-transparency.html apologies
Yea it is, but those are the only two bugs I've ever run into and I've been using it since 3dsmax2008, so no other issues besides those. That's a good point about scriptablity too, there might be something like that already over at scriptspot.
Can you post some screenshots with your settings, normal map and cage setup in xNormal, pls? And... did you see any error/warning while exporting the max's cage using the SBM exporter? Do you mean "Use closest hit if ray fails" option? In theory that should be always checked to avoid errors if the ray fails.... but can be…
rather than start a new thread, I'll bump this up... The vertex blending tutorial I found relates to importing it into Q3, (http://www.bakdesign.net/tm/tutorial/3dsmax_tutorial.html) is there a tutorial out there that shows how to do it so it displays internally in max renders? This model will not be exported to a game…
do you maybe have a maxstart file with some strange settings? (de)installed a renderer or custom shaders recently? something seems to go wrong inside the material editor. if all else fails, rebuild the 3dsmax.ini and/or look for other config files to rebuild inside the max-directory.