max scanline differences from maya max mental ray vs maya and for kicks, Max Mental ray vs Max Scanline All of these are level enhanced to show the differences more clearly. ,b ut the differences are pretty clear, mostly in the green channel.
I started on a max plugin that will bring the maya (actually any custom)-way to max. I need to do some analysis of the max baking process to check if it can be done the way I hope it would work, but it should.
I've noticed an issue that with Max, the normals come out very light. I've done some test bakes using Max 2011 and xNormal, and everytime the xNormal comes out darker and with more depth. I'm not sure if this is a difference using the cage in Max vs Raytracing that xNormal uses, but I find it a bit frustrating. I like the…
I've added max's own TS to the custom TS plugin and now the viewport very very closely matches max's scanline renderer. The same artifacts remain however and I even stumbled upon a bug of max's scanline renderer itself... this is independent of fozi's standalone solution, ie. has access to max's internal functions. It…
(and eld's point, added the quote in an edit) Well yeah, I was wondering that too, since I thought they baked stuff in Max? That either means they've set up the Unreal Engine to use Max's renderer tangent derivation (meaning maps baked in any other app will look wrong!), or they're getting dodgy looking stuff in-game and…
I pretty much bake all my normal maps with Max. I've thrown the straight Max normals into Source and Cryengine 2 and haven't once had any problems like this. Then again, I'm also mainly doing lots of hard surface and mechanical stuff. It really does look like the green channel needs flipping, and you should try using…
Yes that pretty much sums it up, maya bakes are near as clean as max's scanline renderer. Anyone need more proof that max's workflow is broken, and maya's is *by far* superior?
Hey! CompanionCube stole me the surprise! looky :http://area.autodesk.com/blogs/chris/how_the_3ds_max_scanline_renderer_computes_tangent_and_binormal_vectors_for_normal_mapping A first step on normal maps is to document what's going on in3ds Max 2011. The code provided is the tangent basis used to compute the…
Aside from the fact that the viewportshaders aren't aligned in 3ds max, I just had to come to the conclusion that the scanline-renderer is not aligned 100% in 3ds max 2009 either! I hope I made a mistake and will run some more indepth tests during the week but that would be really disappointing after at least the…