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== Multimaterial for Autodesk 3DS MAX == === Shader settings === * see above^ // Get the mask content half3 mask = tex2D(sampler4, input.tMSK_DT0.xy); // Get the masked CO map half3 mCO = tex2D(sampler0, co0.xy).rgb; mCO = lerp(mCO, tex2D(sampler1, co1.xy).rgb, mask.r); mCO = lerp(mCO, tex2D(sampler2, co2.xy).rgb, mask.g); mCO = lerp(mCO, tex2D(sampler3, co3.xy).rgb, mask.b); // Get the masked avg CO map half3 mCOavg = tex2Dlod(sampler0, co0).rgb; mCOavg = lerp(mCOavg, tex2Dlod(sampler1, co1).rgb, mask.r); mCOavg = lerp(mCOavg, tex2Dlod(sampler2, co2).rgb, mask.g); mCOavg = lerp(mCOavg, tex2Dlod(sampler3, co3).rgb, mask.b); // Sample the macro map half4 macro = tex2D(sampler9, input.tMSK_DT0.xy); // Modify the base color by macro map (the same turn is used in Terrain shader) half3 adjust = (macro.rgb/mCOavg); adjust = min(2,max(adjust,0)); mCO = lerp(mCO, mCO * adjust, macro.a) ; // Calculate the color fout.color.rgb = mCO * mSMDI.r * 2.0; fout.color.a = 1; * along this setting You can create other shaders for another programs === Progress === ==== Needed Filters / Plugins ==== * ctrl_Colors for Max v1.0 ** http://www.maxplugins.de/r9_files/maxplugins/ctrl_colors_max.zip ==== Pre-defined material 3DMAX ==== * now is available script which creates material by defined values * it can read data from RVMATs * works only for MENTALRAY * You may find script on address ** someURL://VM_MultiShader.mcr * it's MacroSkript ** load into 3DMAX\UI\MacroScripts\ ** run MAX ** v CUSTOMIZE -> CUSTOMIZE USER INTERFACE -> TOOLBARS -> CATEGORY = "VM's" -> "MULTISHADER" * with help of "Render To Texture" -> render resulting Diffuse channel [[Image:Multishader 001.jpg|thumb|200px|SCRIPT CONTROL PANEL PREVIEW|left]] * Each texture is named '''TYPE_CHANNEL''' * non-filled or incorrectly-filled texturs aren't created (default settings will be used) ** then there is no problem with entering procedural textures [[Image:Multishader 002.jpg|thumb|200px|Material settings preview through script|left]] * in slot Diffuse is saved entire color -> baked material * in slot Ambient is saved DTSMDI information for entire material (Ambient because it wasn't possible otherway) * in slot Bump is NOHQ information for entire material * all slots ready for bake ==== Step by Step ==== * run script * fill corresponding cells for textures ** or load RVMAT (works only for MultiShader materials) * click onto '''Create Multimaterial''' * material will be autocreated inside Material Editor * Bake standalone "DIFFUSE"(colormap) ,standalone "NORMAL"(normalmap) and standalone "AMBIENT"(through BLEND)(DTSMDI)
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