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			#1  
			
			
			
			
			
		 
		
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				Adding lightmap and bumpmap
			 
			
			
			Hello, 
		
		
		
		
		
		
		
		
	
	I'm trying to add a light map and a bump map from 3ds Max into Vizard by using osgb. My light map is not displayed in vizard, but it is included as a texture. If i am using a complete map it is working, but then the resolution is not very good. Can anyone help me? Thanks in advance  | 
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			#2  
			
			
			
			
			
		 
		
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			What do you have set for the target map slot? Can you attach screenshots of the OSG export settings?
		 
		
		
		
		
		
		
		
		
	
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			#3  
			
			
			
			
			
		 
		
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			The target map slot for my lighting map is self-illumination.
		 
		
		
		
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			#4  
			
			
			
			
			
		 
		
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			Hi Stakkie, 
		
		
		
		
		
		
		
		
	
	To fully take advantage of shaders (to use the modern workflow diffuse/spec/normals/etc.) you'll want to be using the vizfx workflow. For this workflow, the lightmap should go in the Ambient slot. The Self-Illumination slot is currently used for glow maps. Check out this reference to see what is supported: http://docs.worldviz.com/vizard/Shaders_3DS_Max.htm For the programming side of things, the main difference is adding a model with vizfx.addChild('model.osgb') instead of using viz.add('model.osgb'). The old workflow is mainly useful when performance is considered more important than aesthetics, such as with unoptimized multi-million polygon architecture models.  | 
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			#5  
			
			
			
			
			
		 
		
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			Thanks for your comment, I'll try that!!
		 
		
		
		
		
		
		
		
		
	
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			#6  
			
			
			
			
			
		 
		
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			Hi Veleno,  
		
		
		
			Now my diffuse color is not showed in vizard anymore. What am I doing wrong? I also added my Slate Material Editor printscreen of 3DS Max, maybe that gives a more clear view of what i did (wrong). Last edited by stakkie; 01-13-2017 at 12:23 PM.  | 
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			#7  
			
			
			
			
			
		 
		
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			Nothing wrong with your setup - your scene is just over exposed. The default exposure looks something like Diffuse * (Lightmap * 2), where lightmap values are interpreted on a 0 to 1 scale (e.g. 255 in photoshop reads as 1.0 to Vizard). This means that a neutral exposure is 50% gray. 
		
		
		
			As long as none of your brights are clipped in your lightmap you shouldn't need to rebake - exposure can be adjusted in Vizard by using a post process shader, like this: Code: 
	import viz
import vizfx
viz.go()
vizfx.addChild('Exposure Test.OSGB')
# Disable the default light (directional light attached to user viewpoint).
# This should be done as soon as your scene has it's intended light added in.
viz.MainView.getHeadLight().disable()
# Import vizfx's post process functions,
# then specifically grab the ones for color adjustment.
import vizfx.postprocess 
from vizfx.postprocess.color import ExposureEffect
# Create a new Exposure effect. In this case I'm darkening by 3 f-stops.
# If you aren't familiar with camera terms, going down by one f-stop
# halves the current brightness, while going up doubles it.
effect = ExposureEffect(-3)
# Add the effect to the post process manager
vizfx.postprocess.addEffect(effect)
# Important: set the pixel format to 32 bit. 
# This prevents banding after re-exposure and prevents bright whites from being clipped. 
# Exposure will not work as expected with overexposed scenes without this line.
vizfx.postprocess.getEffectManager().setPixelFormat(viz.TEX_RGB_32)
On a side note, lightmaps are treated as part of the lighting model in the vizfx shader so they are compatible with realtime lights. I've attached a sample file that adjusts the exposure on a test model, and you can learn more about Vizard's built in post-process shaders here: http://docs.worldviz.com/vizard/postprocess_color.htm Last edited by Veleno; 01-13-2017 at 01:56 PM.  | 
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			#8  
			
			
			
			
			
		 
		
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			Thanks!!! Now it looks very good  
		
		
		
		
		
		
		
		
	
	 
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			#9  
			
			
			
			
			
		 
		
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			No problem! Glad to help.
		 
		
		
		
		
		
		
		
		
	
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			#10  
			
			
			
			
			
		 
		
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			Just two more questions.  
		
		
		
		
		
		
		
		
			What would be the workflow in 3ds max to get the right lightmaps? What would be the best way to change the brightness of the render-to-texture textures in 3ds max? I tried to view my model on the htc vive. But if the line Code: 
	vizfx.postprocess.getEffectManager().setPixelFormat(viz.TEX_RGB_32) Last edited by stakkie; 01-25-2017 at 09:02 AM.  | 
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			#11  
			
			
			
			
			
		 
		
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			> What would be the workflow in 3ds max to get the right lightmaps? What would be the best way to change the brightness of the render-to-texture textures in 3ds max? 
		
		
		
		
		
		
		
		
			The cleanest results come from rebaking, but that's way too slow for minor tweaks. First of all, here's our internal workflow when baking: 
 Prior to using shader based exposure controls, we'd do minor exposure tweaks in photoshop. We'd make a copy of the baked folder (usually called "bake_mod") to keep the originals intact and run the whole thing though a Photoshop batch process. Anything more than that and you get the same kinds of artifacts you get from trying to do major exposure changes in 8-bit. I'm going to look into the Vive problem and see if I can reproduce the issue. 
 Other notes: True GI is super slow to render cleanly, so most of the time I'll fake GI by setting VRayDirt as the intensity of a VRayAmbient Light and supplement it with appropriately placed point lights. If I'm planning to use realtime lights in the scene I'll also use the same approach to provide a base level of ambient light and. Last edited by Veleno; 01-25-2017 at 11:46 AM.  | 
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			#12  
			
			
			
			
			
		 
		
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			Bad news: I reproduced the problem and talked to our Vizard programmer and he believes that the Vive itself doesn't currently work with 32-bit, and at the time of this post there doesn't appear to be a quick one-line-of-code way to just briefly switch back to 8-bit just before sending the data to the headset. 
		
		
		
		
		
		
		
		
	
	8-bit exposure works, with the limitations stated above, but you may be stuck rebaking on this one.  | 
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| Tags | 
| bump map, exposure, light map, osgb, shader, vizard | 
		
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