Texture maps and material settings
Supported Material types and channels
All textures exported by the 3ds Max 2 MaxWhere Exporter must be either Standard or Physical material.
In this version the following channels are supported for Standard materials:
- Diffuse Color: directly linked Bitmap node or RGB value set in the parameter editor.
- Specular color: directly linked Bitmap node or RGB value set in the parameter editor.
- Glossiness: directly linked Bitmap node or simple value.
- Bump: serves as a normal map; directly linked Bitmap node.
- Self-Illumination: works as a lightmap; either set by a directly linked Bitmap node or by a simple or RGB value set in the parameter editor.
The channels supported for Physical materials are:
- Base Color Map: directly linked Bitmap node or RGB value set in the parameter editor.
- Roughness Map: directly linked Bitmap node or a simple value set in the parameter editor.
- Metalness Map: directly linked Bitmap node or a simple value set in the parameter editor.
- Bump Map: serves as a normal map; directly linked Bitmap node
- Emission Map: works as a lightmap; either set by a directly linked Bitmap node or by an RGB value set in the parameter editor.
Procedural node chains or anything other than a Bitmap node are not supported yet. Images can be .jpg
or .png
. The typical setup is shown in the screenshot below with the resulting MaxWhere object.
Transparency
Transparency can be achieved by using transparent (RGBA) .png
files as Base Color Maps or Diffuse Color Maps. The exporter recognizes the transparency in the image files and creates a transparency-enabled material accordingly.
Texture mapping
It is recommended to generate a good UVW map for the objects exported with materials more than color shaders, otherwise the result of the export may be less than satisfactory.
Objects without materials
If a mesh does not have any materials assigned, the exporter will create a default material for them. The default material uses a flat white texture.