View Full Version : uvw mapping question 3dsmax7
07-06-2005, 05:07 AM
Hello, if you unwrap uvws, export to photoshop and paint, re-apply the map to the mesh, is there a way to have part of the uvmap to be able to reflect/refract. if you were to add reflect/refract map it would apply it to the entire thing and i am unsure of how i would be able to do this. Thanks!
12-06-2005, 01:32 PM
I'm a bit new to this part and maybe someone has a better answer, but from what I've learned, you would take the same image you created in Photoshop and modify it and save it as your reflect/refract image.
I did this with the bump chanel. I had a wall that I UVW unwrapped, then pulled into photoshop to make a brick texture for it (diffuse) and saved it. I then took the same image and converted it to a grayscale image, added a bit of contrast, and saved it as my bump texture and added that to the bump map texture. When you apply the texture you only need to line up the bitmap you created for the diffuse chanel - the others will already be lined up since they are practically the same as the diffuse map as far as aligning goes.
Hope this helps!
12-06-2005, 03:49 PM
Use a blend material blending the two textures together using a black and white map. should work. feel free to contact me if u need more info!
12-06-2005, 07:23 PM
you could also use a mask in the reflection map if the whole material is the same with just some reflective parts. If the different areas of the material are verry different (like glass and wood or something) then a blend material will work better.
20-06-2005, 09:42 PM
the most appropriate way of solving this puzzle is to take the idea of what "Smack Monkey " has suggested ! using mask in the reflection map / second priority is for using "Blend " material.
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