• 3DS Max Render To Texture Question
    1 replies, posted
I've made a basic wire shader and I'm trying to generate a texture map for use in OpenGL. This is what it should look like: [img]http://images.overvprojects.nl/SS-2011-05-24_04.09.42.png[/img] However, when using Render-To-Texture and exporting both a diffuse and opacity map, I get this with the baked material: [img]http://images.overvprojects.nl/SS-2011-05-24_04.11.53.png[/img] [img]http://images.overvprojects.nl/SS-2011-05-24_04.12.13.png[/img] These are the diffuse and alpha maps that were generated: [img]http://images.overvprojects.nl/SS-2011-05-24_04.14.46.png[/img] [img]http://images.overvprojects.nl/SS-2011-05-24_04.17.58.png[/img] And the render-to-texture settings: [quote][img]http://images.overvprojects.nl/SS-2011-05-24_04.16.02.png[/img][/quote] What do I need to do to bake the wire material properly? ([url=http://dl.dropbox.com/u/2399384/Emitter.max].MAX 2010 file[/url])
The problem lies with the fact that you've got padding turned up. Remove all padding and it'll work dandy. For anyone who doesn't know and cares to know why, padding repeats the outer pixels of your islands so that when the engine mipmaps your textures you don't have bleeding colors across the seams.
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