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Old 01-13-2017, 10:30 AM
Veleno Veleno is offline
WorldViz Team Member
 
Join Date: Sep 2005
Posts: 148
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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Tags
bump map, exposure, light map, osgb, shader, vizard


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