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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. |
Tags |
bump map, exposure, light map, osgb, shader, vizard |
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