Autodesk 12812-051462-9011 User Guide 3 - Page 1128
Target Map Slot Assignments
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Spread Sets the spread of the ray, creating a cone shape. With a value of 0.0 a single point is sampled; with a value of 1.0 the entire hemisphere is sampled. Range=0.0-1.0. Default=0.8. NOTE You can set Spread to values greater than 1.0, but only values within the specified range are useful. Bright Sets the color in the map where no occlusion occurs. The default color is white. Click the swatch to change the color. Max distance Sets the range within which geometry is probed. A value of 0.0 samples the entire scene. For non-zero values, only objects within this range are sampled. Default 0.0. Dark Sets the color in the map where complete occlusion occurs. The default color is black. Click the swatch to change the color. NOTE Colors between the Bright and Dark values are used to indicate partial occlusion. Falloff Defines the amount of falloff of the ray. The greater the value, the greater the falloff. Default=1.0. Target Map Slot Assignments Select objects. > Rendering menu > Render to Texture > Render to Texture dialog > Output rollout > Target Map Slot: drop-down list > Specify how baked textures appear in the material. When you bake textures (render to texture), you have more control for how the baked texture displays in shaded viewports. You set these in the Output rollout on page 6406 of the Render To Texture dialog. Using the Target Map Slot assignments, you can specify in detail which maps will be rendered to which slots of the existing material. NOTE The first time you use Render To Texture, all Target Map Slot assignments are blank. After you set them and render the baked texture, those settings become the default Target Map Slot settings for future modelling sessions. 3ds Max stores the Target Map Slot assignments in the texturebake.ini file in the plugcfg folder within the program directory. Target Map Slot Assignments | 6383