Learn how to use lighmaps generated in 3DS Max on your ShiVa models!
Note that objects in the scene have diffuse textures, lightmap on a second uv set, normal and specular textures:
Launch ShiVa Editor, create a new project, load the Data Explorer ans select Import > Scene.
Select the exported file, set the import scale to 0.01, uncheck animation and click import.
Because of the DirectX Shaders in 3dsMax, you have to import the textures manually, in the Data Explorer, select Import >Textures, navigate to your 3dsMax project folder, select all the textures and click Open.
Open the scene, right after the import, the scene is solid gray because there is no textures loaded nor lighting.
Pick up the ground material using the eye dropper (available in the Material Editor) and in the Effect Map 0, load the diffuse texture “ground”, in the Effect Map 1, load the lightmap “ground_lm1”. Note : Texture on the Effect Map 1 will use automatically the second uv set if available.
Change the effect to Modulate, open the lighting panel and set the ambient color to pure white to see the result.
Notice in the Attributes Editor the UV sets count:
Reproduce the step above on the wall and on the corridor:
If you take a look closer to the ground, you will see that the texture resolution is not good enough, to increase it, open the ground material, under the texture panel, right after the effect map 0 click on the icon with the mention fx, it will pop the texture mapping modifier, set the base to 3 on both U and V wave type scaling.
To load the normal and specular map, just drop them to the dedicated slot, Check ” Use effect Map 0 UV”, this in order to have these textures uv matching the modified one on the effect map 0.
To see the normal and specular map effect :
– Add a dynamic directional light
– Set the lighting to Per Pixel and set the Emissive and Diffuse color to 127,127,127
– Lighten the specular color
Apply this material settings on your other materials.
Ocean and ambience
Add an ocean using the feature available in the Ambience Editor also set the background color to a light blue. You can add some color correction using the slider available in the PostRE panel.