hey folks I work with both Maya and Max and was curious if Max has any method of making materials glow via texture channels. Maya has a function in their material editor that has a glow channel. I know that Max has a self illumination channel, but it doesn't have, at least that i've found, a channel to stick a glow map in…
yes that would be post-render process in max aswell. It works really welll with the self-illuminated channel.It could also be a mixture of naughty fall off maps and mental ray operations. Quick googling! This tutorial is for a neon glow, but you can easily replicate that for what youre going for. You could even add a bloom…
If you wanted to go down the realtime shader route, more recent versions of max ship with a texture driven directx glow shader called hammertime.fx (Edit - apologies butt_sahib, your first shader link is an improved version of hammertime.fx)
When you're looking at your Bitmap in the Material Editor, are you setting the #'d button to the left of the Show Map In Viewport button? Max unfortunately calls this the "Material ID Channel", not to be confused with the Material IDs used in the Multi/Sub-Object material. Anyhow, down in your Bitmap set this button to a…
The equivalent in max would be video post glow filter. First assign a G-buffer ID to your emitter objects (right click objects and change g-buffer to let's say 2) this means that only objects with this ID will be altered by the filter. Go to rendering > video post > press add scene event (teapot) assign which camera or…