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NMAKE-VS2012 Error LNK2011 while NMAKE-VS2010 does not complain we need to link the pch.obj file see http://msdn.microsoft.com/en-us/library/3ay26wa2(v=vs.110).aspx ** PCH Support for Ninja Ninja need to add property OBJECT_DEPENDS for using PCH OBJECT_OUTPUTS for create PCH see http://public.kitware.com/pipermail/cmake-developers/2012-March/003653.html
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>> How to create nel water in Max <<
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NeL support a form of water that can be edited in 3DS Max.
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- Create a convex polygon (with z = 0 in object space) for each area of water
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- Apply a NeL material to this shape
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- Select water material
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For now, full water display is only supported on GeForce 3 (though, it will run with older cards, but will look a lot less nice :( )
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The following max map are used to create the water (their name may be misleading, but not all the water maps have an equivalent in max)
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- Texture 1 : an environment map that is reflected by water. Basically,
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it is obtained by rendering the top hemisphere of the skydome.
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- Texture 2 : May be used to set an alternate texture for the env map.
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- Texture 3 : the same than Texture 1, but for underwater
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- Texture 4 : the same than Texture 2, but for underwater
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- Texture 5 : here, you select a heightmap that is used to deform the envmap of the water. (the bumpmap is build from the heightmap)
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- Texture 6 : The same as the Texture 5, but it is used to deform the previous bumpmap (water animation)
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- Texture 7 : its alpha and colors are used to modulate the final color and alpha of the water
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It is then possible to blend between these 2 map for night / day transition (with the night / day dialog in the object viewer)
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Texture coordinates apply only to the diffuse map. This texture may have any orientation provided this orientation is the same over the whole polygon
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For the bump map, you can't specify orientation but only speed and scale (in the NeL material)
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IMPORTANT : vertices between various water area should be EXACTLY welded, otherwise (big..) holes may result during the rendering. |