I work in Unity and Modo, and both use emissive color maps for baked object materials that have all the lighting baked in. In those cases the baked texture is applied as an emissive color map. If I try that approach in MAX, applying the same texture as an emissive color map to the object's material, I get no result at all except a white (or whatever color is selected in emissive properties) surface.
How is that achieved in MAX. (See images)
Solved! Go to Solution.
Solved by oliver. Go to Solution.
It will be displayed when you switch your viewport to High Quality-mode.
But it will not illuminate the scene in the viewport.
No, it will not!
It will not be displayed in rendering either.
Can't understand how so many people believed Zapp Anderson lies. And so easily transferring that to others.
I mean his name is Zapp... Or is it?
Also, can't understand how someone take for normal blind working on shaders/materials, maps in any 3D software!?
?!
Texture applied to Emmission-input, viewport set to High Quality
Texture applied to Emission input, viewport set to Active Shade
Thanks for the replies. Switching to High-Quality did it! I was building models for game use, and never thought to try and render it (which also would have shown it was right).
With default values like on your shot you'll have pretty close result to pure white.
If that's write to you, than ok.
There are shaders for that purpose, no slots, no settings...
And no option to "show realistic material" aka "High-Quality" in them.
There's also viewport rendering style for turning all materials to "self-iluminated"
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