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614 Chapter 20: Managing Scenes and Projects
Inter face
The Faces sub-object level for Lig htscape mesh
objects has a rollout in the Modify panel titled
Material IDs.
Material group
ID—Assigns a material ID to the selected faces.
Select By ID—Click to display a
Select By Material
ID dialog (page 3–614)
,whereyoucanselectfaces
based on their m aterial ID, and whether their
material was generated by Mesh To Texture.
R aw Mes h to Tex t ure—This check box is turned on
thematerialonthefaceselectionwasgenerated
usi ng t h e L i g ht s c ape Me s h To Te x t u re feat u r e .
Thesematerialsaredisplayed
without
lighting
calculations.
Ifyouassignanewmaterialtoaface,youshould
t u r n of f R aw Me s h To Tex t u re.
Select by Material ID Dialog
You can select faces in the mesh based on their
material ID, or on their Raw Mesh To Texture flag.
ID—The material ID you want to use to select
faces. If this field is blank, all material IDs will be
selected when you click OK.
Raw Mesh to Texture—The state of the Raw Mesh
To Te x t u re f l a g you w a nt t o s e l e c t . T h i s ch e c k
box has three s tates: on, off, and indeterminate
(a gray check mark). If Raw Mesh To Texture
is indeterminate, a face’s state of this flag
is disregarded when making the selection.
Default=indeterminate.
Clea r Se l ecti on —When this check box is on, the
previous selection is cleared before making the
newselection.Whenitisoff,thenewselectionis
added to the previous selection. Default=on.
Using Illumination Maps
You can import illumination maps and assign
them to one of the 3ds Max material components.
This is a three-step process: you need to import
the model without the illumination maps, use
Lightscape to create the illumination maps, and
then import the i llumination maps.
For details of the import options, see the
Illumination Maps group description (page
3–622)
.
For instructions on creating illumination maps,
see
To build illuminat ion maps (page 3–615)
.
When to Use I llumination M aps
Illumination maps work best for textured faces. If
the face is not textured, a standard mesh-to-texture
map that includes the color of the face will give you
better results. It is difficult to adjust the brightness
and contrast for illumination maps that are not
appliedtotexturedsurfaces.
Ch e cking Yo ur Model
This process will work with most models, but there
areareaswhereyoumighthavetrouble.