Chaos Corona for 3ds Max > [Max] Feature Requests

Additional texture baking elements - add your ideas

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maru:
It seems that there is a need for new render elements in RTT.

Please post your ideas of what would be useful. It would be also great to include short descriptions of the workflows where such elements would be useful (e.g. in real time engines like Unity). Also, if some important elements are present on the regular "render elements" list, but are missing from RTT, please do post them too.

I know of the following two:

1. Lighting only - so for example you bake albedo only, and then lighting. You put lighting on top of the albedo pass.

2. Shadows only - likewise - shadows only pass to put on top of albedo.

...

samuelAB:
I can see all the maps that Substance produces being useful:
Base color
Roughness
Metallic
Diffuse
Specular
Glossiness
Normal
Height
Displacement
Bump
Ambient Occlusion
Curvature
Detail Normal

Some of these are already available from Corona. (see here for all Unity Standard maps: https://docs.unity3d.com/Manual/StandardShaderMaterialParameters.html)

My priority would be to get the isolated Lighting map or maybe even some combination of lighting + AO if possible. This will allow me to make baked Unity assets.

The Unity material has a fair amount of slots. Filling these will make for a much better material. Especially the Metallic (reflections) and lighting maps (you need a seperate legacy or custom shader to use lightmaps properly. Heightmaps are also good to bake VR models.

There's a breakdown of the Unity parameters here: https://docs.unity3d.com/Manual/StandardShaderMaterialParameterAlbedoColor.html



maru:
Any other ides? We are sometimes asked about missing RTT elements, but we need your feedback. :)

Is there some specific workflow you cannot accomplish with Corona? E.g. when baking some textures for 3d/game engines?

romullus:
Vector displacement baking would be cool. Right now i don't know any way to bake it in 3ds max.

Rendermonkey:
Hey,
nice would be

Roughness
Glossiness
Normal
Bump
Curvature

btw. does anyone know how to use the ReflectColor Texmap output.
Renderings always black even with high reflection materials...

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