- August 27, 2013 at 5:08 am #31448
A POD file with materials with ‘Normal Bump’ maps exported from 3ds Max with the PVRGeoPOD exporter is missing texture bump maps when importing.
I realize there are an infinite amount of complex ways to tie maps and materials together in 3ds Max, however a simple and often used (at least here) technique is to use a Normal Bump map which has the normal map tied to the ‘Normal’ channel of the map. This gives correct results in 3ds Max and can help to compare against a runtime build with these maps.
I’m guessing the exporter discards anything that is not a ‘Bitmap’ class when exporting the standard map channels of a material instead of trying to resolve anything further.
Possible solution(s) / suggestions:
Any chance of adding support for the ‘Normal Bump’ map type and extracting the ‘Normal’ map on export so it’s available in the POD file?
Or maybe parsing non-Bitmap class maps and extracting the ‘first’ map child?September 2, 2013 at 9:19 am #37908September 4, 2013 at 5:31 am #37909
Yes, it’s not really an issue of ‘fixing’ it, as I say theres innumerable ways to combine things in Max of course so I understand the exporter takes somewhat of the median line.
I have sent you a simple scene demonstrating the normal bump maps with some implementation notes to consider.
I will update this post as the ticket progresses for anyone else that wants info.
Thanks for the attention!September 9, 2013 at 3:24 pm #37910
Cheers for your scene.
Just to let you know, our 3.2 release of PVRGeoPOD will support the exporting of textures from Normal Bump maps.