8

142 Chapter 17: Rendering
If Linear or Automatic exposure controls are used,
each object w i ll have different lighting levels,
generating a different histogram. Each object
rendersasifithadadifferentlightlevelandin
some cases, you may not get a rendering at all. This
happens because Linear and Automatic exposure
controls are view dependent.
Logarithmic Exposure Control is not view
dependent, and will reproduce the image correctly.
See the
Exposure Controls (page 3–289)
topic for
more information about Linear, Automatic and
Logarithmic exposure controls.
See also
Baked Texture Elements (page 3–142)
Target Map Slot Assignments (page 3–145)
Render to Texture Dialog (page 3–151)
Render to Texture: Gener al Settings Rollout (page
3–152)
Render to Texture: Objects to Bake Rollout (page
3–153)
Render to Texture: Output Rollout (page 3–155)
Render to Texture: Baked Material Rollout (page
3–157)
Render to Texture: Add Texture Elements Dialog
(page 3–160)
Shell Material (page 2–1409)
DirectX Manager Rollout (page 2–1308)
LightMap Shader Rollout (page 2–1423)
Metal Bump Shader Rollout (page 2–1424)
B a ked Text ur e E l ements
Select objects. > Rendering menu > Render to Texture
> Render to Texture dialog > Selected Object Settings
rollout > Click Add. > Add Texture Elements dialog >
Choose elements to render.
When you render to texture or “bake a texture,
you choose one or more elements to render. These
elements save aspects of the rendered scene: its
geometry, lighting, shadows, and s o on. S ome
texture elements can display in shaded viewports;
others require a
DirectX viewport shader (page
2–1308)
to view in 3ds Max.
When you add an element to render, it appears in
alistinthe
Objects To Ba ke (page 3–153)
rollout.
Inthelist,youcandisableorenablerenderingof
that individual map, or select it to adjust which
components it will include.
Note: Automatically generated reflections and
refractions do not work well with rendered
textures, although they are included in the
Complete and Blend texture maps.
The available element maps are described in the
sections that follow.
Limitati ons of Composite and Blend
Materials
If the object has a Composite or Blend material
applied to it, only certain elements render
correctly. Which elements render correctly depend
on the renderer you are using.
The default scanline renderer renders only these
elements of a Composite or Blend material
correctly:
•Diffusecolor
Specular color
•Reflections
•Ambientcolor
•Self-illuminationcolor