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Ambient Occlusion Tutorial, Max 2012

thanks for the explanation I meant that in the video he use completemap as output when in other tutorials an Ao map is used directly. what could be the diffrence,
though I think I know, could be that it is to be used in the viewport directly along with your own materials and from there you render to texture.
 
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thanks for the explanation I meant that in the video he use completemap as output when in other tutorials an Ao map is used directly. what could be the diffrence,
though I think I know, could be that it is to be used in the viewport directly along with your own materials and from there you render to texture.

Using that technique there is no AO map option in the list! The Render to Texture figures out just what you actually want based on the filename...

...I think. Honestly, the "Help" files for Max9 are even more confusing than the FSX SDK...
 
From what I can see in online tuts, AO in renders is supported quite differently in Max 9 compared to Max 10 (2008) onwards. Bill O's AO tut uses the Max 10+ methods.
 
Yep, Tom.



thanks for the explanation I meant that in the video he use completemap as output when in other tutorials an Ao map is used directly. what could be the diffrence,

Tejal


In 2012, the ScanLine Renderer uses 'Complete Map' for its version of AO map. Mental Ray uses AO Map. Thats why it doesnt appear in the AO Render to Texture control panel (in Max 2012) when Mental Ray is 'not' assigned.

(Got the closet full of T-shirts on that one also.. Mis-leading...)
 
Continued; Notes; Ambient Occlusions

Hey all,


Some notes I am gathering on making AO Maps.

* When you burn AO maps for interiors and interior parts, you will need to hide the Windows from the scene before rendering. If the glass is there, the parts might turn out very dark. Mental Ray has issues with light showing through transparent Materials, so you need to hide the windows to produce proper AO Maps of interior parts.

* You can mildly adjust AO Maps. If they are coming in a bit dark, you can lighten them up a bit in Photoshop as a layer, after you insert the layer as a Multiply and near the top of the Stack. To darken the layer you would of course use 'Contrast' in the Brightness and Contrast tool section. You do not want to make the background gray that was white, as white is 'transparent' in Multiply. Making it gray makes it visible all over.

Another way to 'adjusting' the AO Map is to use Opacity. This way, you do not mess up the settings of bright and dark. If you are worried you might mess up a Render that took a long time to make, this way is good. You can also 'save' (duplicate) a layer, then hide it and work on the other one, so you do not lose the original Render output.

* For those that might not know, your AO Maps are burned one at a time in Max. Thus you bring them also into Photoshop one at a time. You cannot make a 'cluster' Render unless you Attach the parts in Max. (You can Render several parts at a time in assembly line fashion. Picking several parts and then hitting the Render button will cause the process to start where the parts are Rendered, but still one at a time. I have found that Max started making mistakes, perhaps a Memory problem being its only 32 bit. The backgrounds turned black instead of White. Not good).

* Did you know you can 'Attach' (merge) Ambient Occlusion layers in Photoshop that are Multiply layers? Yes. Use Magic Wand set at 5 and select the white area in a part AO Map, then Delete. When you get several of these AO Map Layers, simply stack them, pick the highest one, and start using Control-E and Merge them, one at a time. They Merge nicely. Just make sure first in Max that they all look proper and arent out of adjustment. You want to adjust their brightness when they are separate, so dont get ahead of yourself.

* Duplicate 'Shared' sides using the same graphics. If you share sides on a graphics sheet, such as sides of a cabin, and you havent created the AO Map yet, you will need to attach a UV Unwrap Modifier and go in and move 'one side' of the UV mesh out of the way, 'then' burn a AO Rendering. Check the Render in Photoshop, save, then in Max to make sure its proper and blends with the rest. Once that is done, move the other side back and you are done. The reason is, double parts tend to 'darken' the AO map. Doing 'one' side doesnt.

You 'might' be able to hide the mesh of one side, then burn the Render. I havent tried that. It seems that AO Renderings only function with parts that are 'in the scene', so hiding sides in Polygon mode might get around this.



Fun with your AO Maps. :)
 
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Thanks for share, interesting this matter, I've been seen just what your are talking some time ago, wanting to have all in only one texture sheet, and to have ao maps was difficult if not imposible for me, what I do is mostly buildings and want to have just one texture sheet for each one. Could be this is the way though I have to reread the post I am a little slow mind. :greenflag
 
* Did you know you can 'Attach' (merge) Ambient Occlusion layers in Photoshop that are Multiply layers? Yes. Use Magic Wand set at 5 and select the white area in a part AO Map, then Delete. When you get several of these AO Map Layers, simply stack them, pick the highest one, and start using Control-E and Merge them, one at a time. They Merge nicely. Just make sure first in Max that they all look proper and arent out of adjustment. You want to adjust their brightness when they are separate, so dont get ahead of yourself.

Hey Bill,

Thanks for the hints!

This one you can make a bit easier when saving the AO as .png (in Max). The "not used" areas are then transparent right away.

Kai
 
Hello fellow Maxers, just a warning of a possible gotcha in this process. I had good results with this until today, when an AO render simply refused to appear on my desktop as it should.

At the bottom of the Render To Texture dialog in Max 2008 are four radio buttons which set whether a render appears in the Render window and is baked to a file. Make sure the Baked option for Render is selected:-


aobake.jpg





This may not apply to Max 2012, it may be unique to Max 2008, but you at least now know... :rolleyes:
 
Thanks for share, interesting this matter, I've been seen just what your are talking some time ago, wanting to have all in only one texture sheet, and to have ao maps was difficult if not imposible for me, what I do is mostly buildings and want to have just one texture sheet for each one. Could be this is the way though I have to reread the post I am a little slow mind. :greenflag


Tejal,

Make sure you are exporting your Renderings the 'same size' as your art graphics. Then you just drop the art into your graphics stack and it auto-aligns; copy/paste. You never have to worry or think about alignment then.


Hello fellow Maxers, just a warning of a possible gotcha in this process. I had good results with this until today, when an AO render simply refused to appear on my desktop as it should.

At the bottom of the Render To Texture dialog in Max 2008 are four radio buttons which set whether a render appears in the Render window and is baked to a file. Make sure the Baked option for Render is selected:-

This may not apply to Max 2012, it may be unique to Max 2008, but you at least now know... :rolleyes:


Yep.

I have a fear. There are so many settings. Just tapping the screen trying to move/slide it up or down could change important settings. If only there was a total 'settings' reset/save. That would be nice for when you accidentally change something and cannot figure out what you did.
 
NOTE (again)................

This has nothing to do with Renderings, only model exports...


I dont know about others using Max 2012, but when exporting Models, I am finding that I must reboot Max after each export or Max crashes. About 1 in 4 crashes leaves the Max file un-useable, destroys the file, and you have to backstep.

What I have started doing is;
* Save as next file up (preset for a crash if it occurs)
* Export a model and then reboot Max.
.....repeat.....

Tedious...


I have a powerful i7 Intel Quadcore, nVidia 660 Geforce GTX, 16 Gigs of RAM, 2 Gigs of GC RAM, so its evidently the compiler and its maxing out Windows avilable board memory.

I am using 2048 PSD files for my textures 'in' Max. I am too lazy to keep updating JPG's, so this could be the culprit.


Bill
 
Good heaven's Bill. If there's a way to "break" a program you seem to find it with alarming regularity... :duck:

Why don't you save yourself a lot of headroom and headache by using 32bit Targa (.tga) files from your master PSD files? Surely that'd be faster in the long run that constantly having to close/open Max... :wave:

And yes, Max besides an "Undo" function, Max really needs a "Undo whatever key I just randomly/mistakenly pressed" button! :rotfl:
 
I have a question. I'm a "trial and error" man, not an expert.
No one mention about "Radiosity" light setting. Is that a good one? Should we set up for that?
 
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No one mention about "Radiosity" light setting. Is that a good one? Should we set up for that?

Radiosity is another rendering system in Max to give highly accurate lighting and shadowing in renders. It does seem to be complete overkill for FS, plus it takes no account of the lighting/shadowing in the FS game engine. I think we'd finish up with stunning renders which would look wonderful for the moment they were accurate, but completely false the other 99.999% of the time.

Or so it seems.
 
Radiosity is another rendering system in Max to give highly accurate lighting and shadowing in renders. It does seem to be complete overkill for FS, plus it takes no account of the lighting/shadowing in the FS game engine. I think we'd finish up with stunning renders which would look wonderful for the moment they were accurate, but completely false the other 99.999% of the time.

Or so it seems.

Thanks for the info, Tom.

I would like to learn how to make high realism renderings for designing things. Sounds like this would be great for that.


So many dang things in Max...!
 
Radiosity is another rendering system in Max to give highly accurate lighting and shadowing in renders. It does seem to be complete overkill for FS, plus it takes no account of the lighting/shadowing in the FS game engine. I think we'd finish up with stunning renders which would look wonderful for the moment they were accurate, but completely false the other 99.999% of the time.

Or so it seems.
I see. Thanks for the information.
I think may be texture baking for scenery model and aircraft model are completely different since aircraft always move but scenery is static.
 
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I'd like to ask a question.
"Go to Processing, tick 'Enable' at Material Override" at the picture you have "Mental Ray AO material" on the box next to check box 'Enable'. I could not find that. Do you need to do make new "Mental Ray AO material" before check this box?
 
No, the screenshots were taken after setting up for AO. That button will normally be blank until you assign an AO material to it.
 
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