MaxScript 渲染的例子
macroScript NewTextureRender category:”WJL”
(
–烘焙函数
fn BakeDiffuseAndLighting obj size =
(
–清空所有渲染元素
obj.iNodeBakeProperties.removeAllBakeElements()
–准备烘焙元素
be1 = diffusemap()
be1.outputSzX = be1.outputSzY = size –set the size of the baked map
be1.fileType = (getDir #image+”\\”+obj.name+”_diffuse.tga”)
be1.fileName = filenameFromPath be1.fileType
be1.filterOn = true –enable filtering
be1.shadowsOn = false –disable shadows
be1.lightingOn = false –disable lighting
be1.enabled = true –enable baking
be2 = LightingMap() — 实例灯光烘焙元素
be2.outputSzX = be2.outputSzY = size –set the size of the baked map
be2.fileType = (getDir #image+”\\”+obj.name+”_lighting.tga”)
be2.fileName = filenameFromPath be2.fileType
be2.filterOn = true –enable filtering
be2.shadowsOn =true –enable shadows
be2.enabled = true –enable baking
–准备烘焙
obj.INodeBakeProperties.addBakeElement be1 –add first element
obj.INodeBakeProperties.addBakeElement be2 –add second element
obj.INodeBakeProperties.bakeEnabled = true –enabling baking
obj.INodeBakeProperties.bakeChannel = 1 –channel to bake
obj.INodeBakeProperties.nDilations = 1 –expand the texture a bit
–烘焙选中项,所以选中obj
select obj
–调用渲染烘焙
render rendertype:#bakeSelected vfb:off progressBar:true outputSize:[size,size]
–创建一个复合纹理
theComp = CompositeTextureMap()
theComp.add() –添加第二个层
theComp.blendMode = #(0,5) –设置层位模式 5:Multiply
–创建两个纹理,一个拥有diffuse,另一个用于lighting 纹理
theMap1 = bitmaptexture filename:be1.fileType
theMap2 = bitmaptexture filename:be2.fileType
–复合两个纹理
theComp.mapList = #(theMap1, theMap2)
–设置灯光纹理为70%的透明度
theComp.opacity = #(100,70)
–创建一个标准的纹理,并设置diffuseMap为 theComp,纹理光照强度为100
bakedMat = standard diffusemap:theComp selfIllumAmount:100
–创建一个Shell_Material纹理并赋值给obj
obj.material = Shell_Material originalMaterial:obj.material \
bakedMaterial:bakedMat viewportMtlIndex:1 renderMtlIndex:1
–显示烘焙纹理到视口中
showTextureMap obj.material obj.material.bakedMaterial true
)–end fn
–重置场景
resetMaxFile #noprompt
–创建灯光
theLight = omniLight pos:[0,-60,100] rgb:white
theLight.baseobject.castshadows = true
–创建一个纹理球
theObject = Sphere segs:32 mapcoords:true pos:[0,0,25]
–创建一个网格纹理
theMap = cellular cellColor:blue divColor1:red divColor2:yellow size:15
theObject.material = standard diffusemap:theMap
–调用烘焙函数
BakeDiffuseAndLighting theObject 256
–创建一个带有纹理的平面对象
theObject = Plane width:200 length:200 mapcoords:true
–创建一个 checker map ,设置 tiling 为 4×4
theMap = checker Color1:green Color2:orange
theMap.coordinates.uTiling = theMap.coordinates.vTiling = 4
theObject.material = standard diffusemap:theMap
–调用烘焙函数
BakeDiffuseAndLighting theObject 256
delete theLight
max select none
)
效果图:

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