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Plugin :: Render to Texture for 3dsmax 2010, RTT Groups. 본문

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Plugin :: Render to Texture for 3dsmax 2010, RTT Groups.

Kevin Dominic 2010. 4. 19. 09:17
- 출처 : http://kimsama.egloos.com/1675134

3ds Max의 Render To Texture 관련 플러그인.
  - 32bit CPU

  - 64bit CPU

게임에서 사용하는 맵의 라이트맵 제작에 3ds Max를 사용하는 경우 3ds Max에서는 RTT(Render To Texture)를 하나의 오브젝트당 생성하도록 되어 있는데, 이 제약때문에 아티스트의 입장에서는 작업이 번거로운 점이 있다. 이러한 것들을 해결해 주는 플러그인.

다음은 RTTGroup plug-in 에서 지원하는 기능들이다.

  • Texture rendering from many objects into a single resulting texture (3ds Max always renders separate texture for each object). It extremely increases the efficiency of usually limited texture space.
  • The user controls the number of resulting textures assigned to the objects group. Many objects can be packed into a single texture or a single object split among several textures in order to achieve a higher resolution and quality of rendered texture.
  • It allows for processing hundreds of objects and packing all of them into desired number of resulting textures.
  • Advanced and space efficient automatic unwrap mapping algorithm - it easily manages complicated meshes and shapes and ensures optimal texture space usage with dense packing. The wide set of parameters gives the user a comprehensive control over the automatic unwrap mapping process.
  • The unlimited number of RTTGroup groups in the scene, each with its own set of parameters controlling the resolution and number of resulting textures and controlling the automatic unwrap mapping.
  • RTTGroup offers a very convenient way of controlling texture sizes - texels sizes are specified in scene units. The program also displays the texture size in relation to objects in a scene.
  • It's possible to display the scene with original or "baked" textures.
  • The interface is easy to learn and the plug-in offers many other useful options.
  • The plug-in is MaxScript scriptable, ready for automatic any render-to-texture related tasks.

RadonLabs에서 Nebula2의 맵에디터로 Maya를 사용하면서 맵의 라이트맵으로 Maya를 사용한 것은 Maya에서는 scene의 라이트맵을 원하는 방법으로 편리하게 뽑아 낼 수 있는 기능이 있기 때문이었는데 3ds Max에서는 비슷한 방법으로 작업하기가 어려웠다. RTTGroup 플러그인을 이용하면 이러한 불편한 점을 손쉽게 해결할 수 있을 것으로 보인다.