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Reverenddevil
09-24-2008, 03:04 AM
Does anyone know a way to get vertex paint to render in Max 2009 scanline or mental ray renderer? There is a tutorial some guy made but I have not been able to get it to work. All help will be appreciated, thanks..

fr0gg1e
09-24-2008, 03:42 AM
Assign a vertex color material to the object (click the diffuse slot and insteand of choosing bitmap choose VC).

Reverenddevil
09-24-2008, 03:52 AM
Will this work with my textures still? Also will my normals and specs still work? When I go in and select a vertex option there is no slot for a diffuse. I have no clue if there is a way around or not..

fr0gg1e
09-24-2008, 04:50 AM
Oh...Composite material might help you then =)

Reverenddevil
09-24-2008, 01:03 PM
Hey froggie, do you knwo how to get the rainbow color off of my object with the vertex paint? Thanks man..

Ryno
09-24-2008, 01:08 PM
RGB Multiply map in the Diffuse with your Bitmap and Vertex Color Map in the two slots.

Reverenddevil
09-24-2008, 01:17 PM
Hey Ryno, I am not really understanding where to put what you mentioned.

AnimeAngel
09-25-2008, 09:23 AM
I believe, You can add spec and other maps by stacking the vertex paint modifiers and setting different channels for each map. You can get the rainbow off by changing the display settings. The vertex paint interface has some buttons at the top of the interface that changes the display settings.

Eric Chadwick
09-25-2008, 01:51 PM
Ryno means, Diffuse slot, add a RGB Multiply map. Then in that map, put your diffuse in the top slot, and the Vertex Color Map in the bottom slot.

Reverenddevil
09-26-2008, 03:25 AM
Ok, so the above issues are solved, thanks everyone. My seocnd question now is, how can i get my normal maps and spec to show up in the render now? Is it even possible? Thanks.

Reverenddevil
09-26-2008, 03:29 AM
Ok, scratch the above question, I answered my own question. If anyone does not know yes you can still use spec and normals. Thanks again everyone..

Joshua Stubbles
09-26-2008, 05:40 AM
To render normals in max, you have to use a Renderbump material in the bump slot, otherwise it only acts as a bump map in the render, not a normals map.