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Rendering menu
Mapping group
Render To Texture
Render to Texture dialog
Click Options.
Projection Options dialog
Projection
Interface
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Crop Alpha
Removes antialiasing from the alpha channel.
Global Supersampler
When the default scanline renderer is active, the text field shows the type of global
supersampling that is currently in use. When the mental ray renderer is active, it shows the
number of samples per pixel. Default=None.
Setup Click to set up global sampling. When the default scanline renderer is
active, clicking Setup displays the Render dialog's Default Scanline Renderer
rollout, whose Global Supersampling group lets you globally enable
supersampling, and choose the supersampling method. When the mental ray
renderer is active, clicking Setup displays the Render dialog's Sampling Quality
rollout, which lets you adjust the level of sampling.
Method group
These controls let you choose how to use normals from the source object.
Raytrace (The default.) When chosen, normals are ray-traced between the source and
target objects. The objects need to be perfectly aligned in world space. When you view
both high-res and low-res objects in viewports, they must line up with each other
exactly. There are no special requirements for the mapping coordinates of the high-res
objects.
UV Match When chosen, normals are obtained by matching the target object's local UV
coordinates to those of the source. The objects' UV coordinates need to be perfectly
aligned. If you look at the objects using the Unwrap UVW modifier's Edit UVWs dialog,
the low-res and high-res objects must be lined up with each other exactly. The high-res
object needs to have mapping coordinates on the same map channel you are using for
the low-res object.
Typically, the high-res object will have an Unwrap UVW modifier assigned to it, but this
is not required.
With this option, the high-res object does not need to be in the same physical location
as the low-res object.
Tip
You can reset the cage (on the Cage rollout), because UV Match does not use it.
Use Cage
When on, bases projection on the Projection modifier's cage sub-object. When off, uses an
offset instead. Default=on.
Offset
Enabled only when Use Cage is turned off. Offset is the distance above the surface of the
source object from which normals are projected. Default=10.0 units.
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For the Tangent method, red indicates normals that are pointed either left or right and
green indicates normals that are pointed up or down.
As an example, if you use Tangent mode with Red set to right and Green set to down, areas
that are red in your normal map would indicate that the normals were facing towards the
right and areas that were green would indicate that your normals were facing downwards.
The following are the possible values for the Tangent method:
Red Can be Left or Right. Default=Right.
Green Can be Up or Down. Default=Down.
Projection method = World, Screen, or LocalXYZ
For World, Screen, and LocalXYZ, red indicates that the normals are pointed toward either a
positive or negative X value, while green indicates that the normals are pointed toward
either a positive or negative Y value.
For example, if you use World mode with Red set to X and Green set to Y, areas that are
red in your normal map indicate that the normals face toward X, and green areas indicate
that the normals face toward Y.
The following are the possible values for World, Screen, and Local XYZ methods:
Red Can be X or +X. Default=+X.
Green Can be Y or +Y. Default=+Y.
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