[Closed] about how to deal with multi-texture
If i set the material with multi-texture,so how to get these textures in this material through 3ds max sdk??
Thank u~
When you say multi-texture, do you mean you use a multi-material ? Or a Blend Material ?
actually,i don’t know what the conterpart in 3ds max,could both of two be? or such as composite texture???
Hi zydgyy,
I think we need a bit more information to be able to answer your question, could you explain what you are trying to do and what isn’t working?
Martijn
I have to export the multi-texture to my render or openGL,but i have no idea how to export it from 3ds max sdk
Do you mean you want to export multiple texture coordinates for one vertex?
zydgyy
There are quite a few different things that you could be referring to.
[ul]
[li]Multi/Sub-Object == container for multiple standard MAX materials / shaders, organised by face material ID[/li][li]Composite Material == container for multiple standard MAX materials / shaders, masked by individual texture maps[/li][li]Composite Texture Map == individual texturemap (a component of a material, ie diffuse, specular) with multiple texture maps masked much like layers in Photoshop[/li][li]Texture Coordinates / UV channels == physical info in vert data that defines where maps are laid out … verts often have many instances of this[/li][/ul]Personally I’m not very familiar with MAX’s SDK or how to access this data but to determine which one you’re after (I’m assuming you’re a pure programmer, not an artist) load the maxscript listener and put these lines in:
max mtledit--This just loads the material editor
meditMaterials[1] = Multimaterial()
meditMaterials[2] = compositematerial()
meditMaterials[3] = CompositeTexturemap()
Box lengthsegs:1 widthsegs:1 heightsegs:1 length:10 width:10 height:10 mapcoords:on pos:[0,0,0] isSelected:on--Creates something for the next line to reference
channelInfo.Dialog()
If you tell us which of these creates an instance of the information you need to get then we will be able to help you.