Difference between revisions of "Max:Lightmaps"

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(First pass on Max Light Map tutorial. Here goes nothing!)
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{{Tutorial|Light Maps}}
 
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Light Maps are what we use to show light splashes (like you would see from a spot light) or for defining shadows better. You can use them just about everywhere, but keep in mind that they can bloat your texture prp. Cyan kept the number they used of these to a minimum, and limited them to interior places. For larger areas, you might want to consider using Vertex Painting to define your shadows better.
  
Light Maps are what we use to either show light splashes (like you see from spot lights, etc), or for defining shadows better. You can use them just about everywhere, but keep in mind that they can bloat your texture prp file. Cyan kept the number they used of these small, and limited to interior places. For larger areas, consider using Vertex Painting to define your shadows better.
 
 
Credit for the information in this tutorial goes to Nye Sigmund who figured out how to use it. Credit also to GPNMilano who contributed additional information on the light settings.
 
 
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==Getting Started==
 
==Getting Started==
  
Making Light Maps with Max is very easy, and those that are used to how it was done with Blender 2.49 and earlier, will recall how much of a pain it was then.
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Making Light Maps with 3ds Max is very easy. First you will need to set up your lights that will be producing the light splashes and shadows. Directional lights work well, but you can use any '''Max Standard''' light. Do NOT try to use Plasma Run Time lights for this (remember, Plasma RT lights are for lighting up the avatar and animated objects).
 
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First you will need to set up your lights that will be helping produce your light splashes and shadows. Directional lights work good, but you can use any, however they MUST be '''Max Standard''' lights.
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Do NOT try and use Plasma Run Time lights for this (remember, Plasma RT lights are for lighting up the avatar and animated objects).
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[[File:Mlightmap1.jpg]]
 
[[File:Mlightmap1.jpg]]
  
Once you have the lights set up, go to their Modification Tab. Adjust the light to your tastes and what you need. You'll note that I have two places circled in the picture below. GPNMilano noted that having these off or on do not affect the light mapping for Plasma, however they may for some other pre-rendered project you may be on.
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Once you have the lights set up, go to their Modification Tab. Adjust the light to your tastes. You'll note that I have two places circled in the picture below. GPNMilano noted that having these off or on do not affect the light mapping for Plasma, however they may for some other pre-rendered project you may be on.
  
 
[[File:Mlightmap2.jpg]]
 
[[File:Mlightmap2.jpg]]
  
Also, further down in the rollout, you need to set the map size to the same size as your actual textures being used on your object:
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Also, further down in the rollout, you need to set the map size to the same size as the actual textures being used on the object:
  
 
[[File:Mlightmap3.jpg]]
 
[[File:Mlightmap3.jpg]]
  
Next, select your object that the light map is going to be on (in this case it's my floor). In the Modifier Tab, add another Unwrap UVW modifier (NO! Do not use the one you put in to UV map your texture! This is going to be a 2nd UV channel, and must be separate.), in the roll outs, make sure you set this one to channel 2:
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Next, select the object that the light map is going to be on (in this case it's a floor). In the Modifier Tab, add another Unwrap UVW modifier (Do not use the one you put in to UV map your texture - This will need to be a 2nd UV channel), in the rollouts, make sure you set this one to channel 2:
  
 
[[File:Mlightmap6.jpg]]
 
[[File:Mlightmap6.jpg]]
  
Next, open up the UV Editor and remap this 2nd channel so that all the faces lay inside the single texture tile. If you let the faces be outside the blue box, things will not look quite right.
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Next, open up the UV Editor and remap this 2nd channel so that all the faces lay inside the single texture tile. If the faces are outside the blue box, things will not look right.
  
 
[[File:Mlightmap7.jpg]]
 
[[File:Mlightmap7.jpg]]
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[[File:Mlightmap8.jpg]]
 
[[File:Mlightmap8.jpg]]
  
In the roll out for it, make sure you change the UVW Mapping channel to 2:
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In the rollout for it, make sure you change the UVW Mapping channel to 2:
  
 
[[File:Mlightmap9.jpg]]
 
[[File:Mlightmap9.jpg]]
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[[File:KIimageltmap.jpg]]
 
[[File:KIimageltmap.jpg]]
  
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[[Category:3ds Max Tutorials]]
Return To: [[3DS Max and Plasma Plugin tutorials.]]
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Revision as of 06:12, 27 July 2011

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This is a tutorial page.Versions available: PyPRP; 3ds Max; Korman.
 

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Light Maps are what we use to show light splashes (like you would see from a spot light) or for defining shadows better. You can use them just about everywhere, but keep in mind that they can bloat your texture prp. Cyan kept the number they used of these to a minimum, and limited them to interior places. For larger areas, you might want to consider using Vertex Painting to define your shadows better.


Getting Started

Making Light Maps with 3ds Max is very easy. First you will need to set up your lights that will be producing the light splashes and shadows. Directional lights work well, but you can use any Max Standard light. Do NOT try to use Plasma Run Time lights for this (remember, Plasma RT lights are for lighting up the avatar and animated objects).

Mlightmap1.jpg

Once you have the lights set up, go to their Modification Tab. Adjust the light to your tastes. You'll note that I have two places circled in the picture below. GPNMilano noted that having these off or on do not affect the light mapping for Plasma, however they may for some other pre-rendered project you may be on.

Mlightmap2.jpg

Also, further down in the rollout, you need to set the map size to the same size as the actual textures being used on the object:

Mlightmap3.jpg

Next, select the object that the light map is going to be on (in this case it's a floor). In the Modifier Tab, add another Unwrap UVW modifier (Do not use the one you put in to UV map your texture - This will need to be a 2nd UV channel), in the rollouts, make sure you set this one to channel 2:

Mlightmap6.jpg

Next, open up the UV Editor and remap this 2nd channel so that all the faces lay inside the single texture tile. If the faces are outside the blue box, things will not look right.

Mlightmap7.jpg

Now call up the Component Manager and click on New > Render > Lightmap and assign it to the object.

Mlightmap8.jpg

In the rollout for it, make sure you change the UVW Mapping channel to 2:

Mlightmap9.jpg

Now, if you want you can use the F10 key and do a quick render and see how it is turning out:

Mlightmap4.jpg

Once you export, you can link in your Age and see how it looks:

KIimageltmap.jpg