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impmax [2021/04/27 09:19] (current) |
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+ | ======Importing to 3ds Max====== | ||
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+ | After [[ExpStaticMesh|exporting]] a mesh from the SpeedTree Modeler, you can use the included MAXScript to load it into Max and recreate the materials as closely as possible. | ||
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+ | To install it, go to the Utilities tab and select // | ||
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+ | =====Importing===== | ||
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+ | Once the MAXscript has been run, you will have a new rollout with buttons for " | ||
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+ | When one of these buttons is clicked, it will ask to load a SpeedTree Material (.stmat) file. You don't need to worry about the format of the actual mesh exported from the SpeedTree Modeler, as that information is stored in the " | ||
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+ | =====Interface===== | ||
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+ | Each of the importers has also been declared a macroScript, | ||
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+ | =====Extending the Script===== | ||
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+ | If you wish to change how the materials are created, or add completely new material types, the MAXScript has been designed to be easily extensible in this manner. | ||
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+ | You will need to make a MAXScript function that creates and returns a material (StandardMaterial, | ||
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+ | For examples, please see the MakeSpeedTreeMaterial, | ||