Hello! I am rendering various maps to texture, such as diffuse, n-map, and so on. However I cannot seem to grab the reflection map from my high-poly models. Without reflection maps, my models will either be uniformly reflective everywhere, or, will have to be entirely matte... which wont work for my shiny metal objects.…
Well it is likely #1. I'm not trying to bake reflections, mind you... just the reflection maps, so it confuses me that I am not simply able to pick it up like I would pick up the diffuse map itself. I think that I fully understand what you are saying. Tho my problem is that I not only need to set the gloss amounts, but…
Do you just want the greyscale values of the gloss-setting as a map? You could set those values as diffuse and bake these out as a diffuse map and use these values as a base for your glossmap. Or do you want to bake out those fancy blurred reflections of your model? This would not work.
thats why I asked, yes indeed just bake them as diffuse maps and use them for later inputs. cool, tell us how it went, i guess a couple of other folks might stumble upon this.
If you have them all in a multi-sub material you can just make a new multi-sub material with the maps put into the diffuse. This way you can easily swap it back. I do this all the time when I'm using max and RTT.
My highpolies are multiple objects which I condense into a single lowpoly object via RTT and then apply diffuse, n-map, and all the other relevant maps to the lowpoly. I use the Arch&Design material from Mental Ray, and in General Maps section I use the Reflection Glossiness map. This map is supposed to be greyscale and…
Thank you for the tip, that will help even further, yeah all my high-poly maps are in a MultiSubObject. So what I need to do is create a counterpart MSO to the main one, except this one will have just the reflection maps, and they will be in the diffuse slot? That's pretty neat, I wouldnt have thought of this on my own in…