9
1738 Chapter 16: Material Editor, Materials, and Maps
• R adiosity, Reuse Direct I llum. fr om
Solution—
Includes radiosity in the vertex color
assignments, and uses the direct illumination
from the solution.
ThisiscomparabletothechoiceRe-UseDirect
Illumination From Radiosity Solution on the
Rendering Parameters rollout (page 3–71).
This choice disables the Shadows toggle,
because shadows don’t need to b e recomputed.
•
R adiosity, R ender Direct Illumination—Includes
radiosity in the vertex color assignments,
but uses a separate pass to render direct
illumination.
This is comparable to the choice Render Direct
Illumination on the Rendering Parameters
rollout (page 3–71).
•
Ra diosity, Indirect I llum. Only—Includes only
indirect illumination from the radiosity
solution in the vertex color assignments.
This choice disables the Shadows toggle,
because shadows don’t need to b e recomputed.
Reminder field—Displays a message that says
whether regathering is enabled or disabled.
Regathering provides the most accurate radiosity
results,butitcanaddconsiderabletimeto
radiosity calculations.
Radiosity Setup—Click to display the Advanced
Lighting panel (page 3–44) of the Render Scene
dialog, where you can set up and generate a
radiosity solution.
This button is not available if the mental ray
rendereristheactiverenderer.
Assign to S elected—Assignsvertexcolorstothe
selected objects based on the assig ned material,
and the choices specified in the preceding group
boxes. Assign to Selected creates a VertexPaint
modifier and adds it to the stack of the selected
objects.
Edit—Click to display the Ve r t e x Pa int Pai ntbox
(page 1–941), the floating dialog that holds the
vertex painting tools.
This button is unavailable if you have n’t yet clicked
Assign To Selected.
Channel Info U tilit y
Utilities panel > More button > Channel Info > Click
Channel Info button.
Tools menu > Channel Info
The Channel Info utility gives game artists and
others direct access to objects’ channel information
that might not otherw ise be easily available. All
objects in 3ds Max have mapping channels, which
hold information pertinent to texture mapping as
well as vertex color, illumination, and alpha. Mesh
objects also have geometry and vertex-selection
channels. The Channel Info utility lets you view
an object ’s channels, give them meaningful names,
delete unused channels, and copy information
between channels.
The utility’s Map Channel Info dialog shows all
the channel data for selected objects. It displays
the number of channels, the number of vertices
per channel, and how much memory the channel
uses.Italsoletsyounamechannels,aswellasclear
(or delete), copy, and paste channels. E ach of these
commands except renaming puts a modifier on
thestacktoachievetheresults.
Note: Channel Info supports mesh, polygon, and
patchobjects.ItdoesnotsupportNURBSobjects.
See also
This map and utility and these modifiers work in
conjunction with Channel Info:
Vertex Color Map (page 2–1693)