Supported Materials
This document summarizes the types of materials and settings that are exported by the OgreMax Scene Exporter.
OgreMax Material
The OgreMax material and all its settings are exported.
Standard 3DS Max Material
Standard 3DS Max materials are exported with one technique, one pass, and a number of texture units.
- Ambient Color
- Diffuse Color
- Specular Color
- Self-Illumination Color - Exported as emissive color.
- 2-Sided - Exported as culling mode.
- Wire
- Faceted
- Glossiness - Exported as shininess.
- Opacity/Transparency Type - If the opacity is less than 100 blending is enabled. The opacity is exported as a texture unit.
- Diffuse Texture Map - Exported as a texture unit.
- Filter Map - Exported as a texture unit. The map should reference a grayscale bitmap - its contents will be multiplied into to the main texture unit.
- Bump Texture Map - Exported as a texture unit. The map should reference a grayscale (height) bitmap - its contents will be multiplied with the main texture unit.
- Self Illumination Texture Map - Exported as a texture unit. The map should reference a grayscale bitmap - its contents will be added to the main texture unit.
- Shininess Map - Exported as a texture unit. The map's bitmap contents will be mapped with reflection mapping, and added to the main texture unit.
Architectural Material
Architectural materials are exported with one technique, one pass, and a number of texture units.
- 2-Sided - Exported as culling mode.
- Diffuse Color
- Transparency - If the transparency is greater than 0 blending is enabled. The transparency is exported as a texture unit.
- Diffuse Texture Map - Exported as a texture unit.
- Self Illumination Texture Map - Exported as a texture unit. The map should reference a grayscale bitmap - its contents will be added to the main texture unit.
- Intensity Texture Map - Exported as a texture unit. The map should reference a grayscale bitmap - its contents will be multiplied into to the main texture unit.
- Shininess Map - Exported as a texture unit. The map's bitmap contents will be mapped with reflection mapping, and added to the main texture unit.
Raytrace Material
Raytrace materials are exported with one technique, one pass, and possibly one texture unit.
- Ambient Color/Intensity
- Diffuse Color/Intensity
- Specular Color
- Self-Illumination Color/Intensity - Exported as emissive color.
- Glossiness - Exported as shininess.
- Diffuse Texture Map - Exported as a texture unit.
VRay Material
VRay materials are exported with one technique, one pass, and possibly one texture unit.
- Diffuse Color
- Glossiness - Exported as shininess.
- Diffuse Texture Map - Exported as a texture unit.
VRay Fast SSS Material
VRay Fast SSS materials are exported with one technique, one pass, and possibly one texture unit.
- Shallow Color - Exported as diffuse color.
- Shallow Texture Map/On - Exported as a texture unit if specified and 'on' is enabled.
- Deep Texture Map/On - Exported as a texture unit, but only if shallow texture map is not specified.
VRay Light Material
VRay Light materials are exported with one technique, one pass, and possibly one texture unit.
- Color - Exported as diffuse color.
- Texture Map/On - Exported as a texture unit.
ProMaterials Generic
Generic ProMaterials are exported with one technique, one pass, and up to two texture units.
- Diffuse Color - Exported as diffuse color.
- Backface Culling - If disabled, backface culling is disabled.
- Transparency - If enabled, additive blending is enabled.
- Diffuse Texture Map - Exported as a texture unit.
- Self Illumination Texture Map - Exported as a texture unit. The map should reference a grayscale bitmap - its contents will be added to the main texture unit.
ProMaterials Metal
Metal ProMaterials are exported with one technique, and one pass.
- Diffuse Color - Exported as diffuse color.
ProMaterials Metallic Paint and Plastic/Vinyl
Metallic Paint and Plastic/Vinyl ProMaterials are exported with one technique, one pass, and possibly one texture unit.
- Diffuse Color - Exported as diffuse color.
- Diffuse Texture Map - Exported as a texture unit.
ProMaterials Mirror
Mirror ProMaterials are exported with one technique, and one pass.
- Tint Color - Exported as diffuse color.
ProMaterials Solid Glass
Solid Glass ProMaterials are exported with one technique, one pass, and possibly one texture unit. Additive scene blending is always enabled.
- Transmittance Color - Exported as diffuse color.
- Transmittance Map - Exported as a texture unit. The map should reference a grayscale bitmap.
Textures
All exported material types except the OgreMax material use 3DS Max's 'Bitmap Texture', 'Tint', and 'Composite' maps. The following texture settings are used whenever a texture unit is generated:
- Map Channel - When 'Mapping' is set to 'Explicit Map Channel', the map channel is exported as the texture coordinate set index.
- UV Offset - Exported as texture scrolling.
- UV Tiling - Exported as texture scaling.
- UV Mirror/tile - Exported as a texture addressing mode. Mirroring and disabled tiling will look different in the exported data than in 3DS Max, but the effect will be similar.
- W Rotation Angle - Exported as texture rotation.
- File Name - The base file name is exported.