Select objects. > Rendering menu > Render to Texture > Render to Textures dialog > General Settings rollout > Create Baked Materials: drop-down list > Choose a display option for the baked texture.
When you bake textures (render to texture), you have several options for how to display the baked texture in shaded viewports. You choose these in the General Settings rollout of the Render To Textures dialog. There are two main choices:
Using a standard material to display the texture.
The baked textures appear as maps assigned to components of a standard material. There are a few different ways to do this.
Using a DirectX viewport shader to display the texture.
This option is available only if you are using the Direct3D graphics display driver.
These are the options for displaying baked textures with a standard material (see Baked Texture Elements for descriptions of individual element maps):
Default—Displays the texture as Diffuse mapping for the standard material.
If a CompleteMap has been rendered, it uses this. If there is no CompleteMap, it uses a Blend map. If there is no Blend map, it uses a Diffuse map. If a CompleteMap, Blend map, and Diffuse map are all unavailable, it uses the first texture map for that object that is listed in the target directory.
StdMtl.SaveAll—Displays all rendered texture elements in the various mapping channels of the standard material.
Important: If you render all texture elements, then the SaveAll option will probably look strange in viewports, and will not show how the baked texture might appear with Direct3D shading. On the other hand, assigning all texture elements to map channels means that you can use the Material Editor to view all the elements after you render to texture.
This table shows how element maps are assigned to map channels:
| Mapping channel | Texture element map |
|---|---|
| Ambient | CompleteMap |
| Diffuse | DiffuseMap |
| Diffuse Level | ShadowsMap |
| Specular Level | SpecularMap |
| Bump | NormalsMap |
| Opacity | AlphaMap |
| Self-Illumination | LightingMap |
| Displacement | BlendMap |
This option uses Oren-Nayar-Blinn shading.
StdMtl.CompleteOnly—Displays the CompleteMap as Diffuse mapping for the standard material.
If a CompleteMap was not rendered, the material appears dark in viewports.
This option uses Blinn shading.
Two viewport shaders are provided:
LightMap—Displays the material using the LightMap shader.
Metal Bump—Displays the material using the Metal Bump shader.
Note: Viewport shaders are plug-in components, so additional options might be available on your installation of 3ds max.
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