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616 Chapter 20: Managing Scenes and Projects
6.
Adjust the texture scale to compensate for the
reduced cont r ast and brightness. Adjusting the
texture scale can compensate. Try to get the
model to look as good as it can.
This step assumes that your game engine w ill
multiply the illumination map by the diffuse
texture. This method loses contrast. If your
game engine applies illumination differently, to
get a good-looking result you might need to use
different values in steps 5 and 6.
Illumination maps have an inherent problem.
They cannot brighten a texture value beyond
theHSVValueofthetextureitself.Thislimits
thedynamicrangeproducedbythetextured
surfaces. You can see this in the Lightscape
OpenGL renderer. You can improve the look by
increasing the contrast, reducing the brightness,
and increasing the texture scale of textures.
7. Save the LS f ile.
8. Turn off tex tures a nd conver t the tex tured
surfaces to i llumination maps.
Turn on Pad Texture Edge in the Mesh To
Tex t u re w i z a r d t o e n s u re t hat t e x t u re s m e sh
well at face boundaries.
9. Replace the maps on the surfaces and reset the
mesh. Use a different name for these textures
than the name you used in step 3.
10. SavetheLSfileusinganamedifferentfromthe
name you used in step 7.
To import illumination maps:
1.
In 3ds Max, import the LS file you created
in step 7 of the previous procedure,
To bu i ld
illuminat ion maps (page 3–615)
.
Note: If the scene was originally a 3ds Max scene
andyouwanttokeepyouroldmaterials,follow
the steps described in
Keeping Your Scene’s
Original Materials (page 3–612)
.Thematerials
created by Mesh To Texture will replace the
original 3ds Max materials.
2. Import the LS file you created in step 10 of
the previous procedure,
To b u i l d i l l u m i n at i o n
maps (page 3–615)
.
TheImportLightscapeSolutiondialogis
displayed.
3. Tu r n of f
all options
in the Import group.
In the Illumination Maps group, turn on
Import Illumination Maps, and choose the
material component you want to use for the
illuminat ion maps.
Tip: If you use material maps with the
Self-Illumination component, 3ds Max will be
able to render the illumination map along with
your other material settings.
Also in the Illumination Maps group, use the
default s ettings for unconvertable maps: leave
DontAssignturnedoff,andUseSecondUVW
turned on.
4. Clean up errors reported by the importer .
Look at the
Error dialog (page 3–623)
for
details on the errors.
The importer will identify each illumination
mapthatcouldntbeproperlymapped
usingtheUVW1coordinatesin3dsMax.
If you have coplanar face-mapp ed surfaces
or UV coordinates that are degenerate, the
illumination maps wil l fail. If you left Don’t
Assign and Use Second UVW in their default
settings, the importer will use the UVW 2
coordinates for these maps, and if your game
engine can map the illumination and diffuse
maps independently, the maps will be correct.
If your game engine requires the illumination
and diffuse maps to use common coordinates,
you wil l need to adjust the coordinates to make
them match.