Static Scenes How to
@section NMaxHowtoStaticSceneOverview OverviewStatic scenes consist of non-animated editable mesh geometry and transform groups in 3DSMax.
Material can be assigned per-shape or per-face. The plugin will create one Nebula2 shape object for each material group and usually one mesh file(.n3d2 or .nvx2 file) for the whole scene. This is the most optimal format for rendering the scene in Nebula2. (See NMaxHowtoMEditorMultiSubMaterials section for multiple materials)
A mesh which exported from a scene is represented by a nshapenode
. A nshapenode
contains all of the per-vertex information of the geometry including vertex positions, normals, vertex colors and uv coordinates. Normally a single mesh in a scene corresponds to a nshapenode
. The toolkit plugin also can export hierarchy scene node in a scene. See the section Hierarchy Nodes Howto for exporting hierarchy node in a scene. Any XForm which assigned to a mesh node also will be exported.
@section NMaxHowtoStaticSceneAdditionalNotes Additional Notes
- You can use as many different materials as you want, but fewer materials are better for rendering performance.
- Remember that your textures textures must be sized 2^N.
- Nebula2 uses normal maps for bump mapping. You can use the NVIDIA plugin for Photoshop coming with the toolkit to convert conventional greyscale bump maps to normal maps.
- Bump mapping is only supported in the DX9 render path.