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which fileformats support multiple map channels?


oluv
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i have a problem...

 

i created a model with 2 different textures on 2 different mapping channels (diffuse map and lightmap).

3dsmax is not able to display both simultanously in the viewport. but some other engines or viewers do, like bs-contact vrml/x3d viewer or deep exploration etc... but how the hell do i export my model and which file format do i have to choose so that i preserve all original mapping channels?

if i export to 3ds-format only the first mapping channel is preserved.

 

i know that the guys who use quest3d for interactive models do have to export their model twice and synchronise both models within quest3d to get both channels for multitexturing... is there some workaround for this?

 

does anyone know which programms, viewers etc, allow multitexturing with multiple mapping channels? is shockwave able of multitexturing?

 

thanks for any response!

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i have a problem...

 

i created a model with 2 different textures on 2 different mapping channels (diffuse map and lightmap).

3dsmax is not able to display both simultanously in the viewport. but some other engines or viewers do, like bs-contact vrml/x3d viewer or deep exploration etc... but how the hell do i export my model and which file format do i have to choose so that i preserve all original mapping channels?

if i export to 3ds-format only the first mapping channel is preserved.

 

i know that the guys who use quest3d for interactive models do have to export their model twice and synchronise both models within quest3d to get both channels for multitexturing... is there some workaround for this?

 

does anyone know which programms, viewers etc, allow multitexturing with multiple mapping channels? is shockwave able of multitexturing?

 

thanks for any response!

It's (partly) possible in VRML. In the docs for the Blaxxun Contact software, there are some tips on multitexturing (e.g. for environment mapped clouds on shiny metal or glass objects).

 

I suppose the new CG-Shading language (which is the equivalent of procedural shaders for realtime applications) make all of this possible for most recent game engines (Half Life, Unreal).

 

*.3ds is not the right format to transfer this, that's a fact.

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