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Unable to get "ID_SS" (Specular Level) texture - Enumerating maps in the material with wrong results?!

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12-10-2008
10:53 AM
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I'm exporting a material that has diffuse (ID_DI), specular colour(ID_SP), specular level (ID_SS) and bump (ID_BU) textures.
But with this code, Max is returning diffuse (ID_DI), specular colour(ID_SP), Glossiness(ID_SH) and bump (ID_BU)
for(int nMap = ID_AM; nMap < ID_DP + 1; nMap++)
{
int nChannel = pStdMat->StdIDToChannel(nMap);
if(pStdMat->MapEnabled(nChannel))
{
// export code here
}
}
If I remove the call to StdIDToChannel(), I still get the same results, i.e., diffuse (ID_DI), specular colour(ID_SP), Glossiness(ID_SH) and bump (ID_BU).
Am I missing something?
But with this code, Max is returning diffuse (ID_DI), specular colour(ID_SP), Glossiness(ID_SH) and bump (ID_BU)
for(int nMap = ID_AM; nMap < ID_DP + 1; nMap++)
{
int nChannel = pStdMat->StdIDToChannel(nMap);
if(pStdMat->MapEnabled(nChannel))
{
// export code here
}
}
If I remove the call to StdIDToChannel(), I still get the same results, i.e., diffuse (ID_DI), specular colour(ID_SP), Glossiness(ID_SH) and bump (ID_BU).
Am I missing something?