3ds Max C++ API Reference
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The following are the texture map indices used by shader based materials. More...
Macros | |
#define | ID_AM 0 |
Ambient. More... | |
#define | ID_DI 1 |
Diffuse. More... | |
#define | ID_SP 2 |
Specular. More... | |
#define | ID_SH 3 |
Glossiness (Shininess in 3ds Max release 2.0 and earlier) More... | |
#define | ID_SS 4 |
Specular Level (Shininess strength in 3ds Max release 2.0 and earlier) More... | |
#define | ID_SI 5 |
Self-illumination. More... | |
#define | ID_OP 6 |
Opacity. More... | |
#define | ID_FI 7 |
Filter color. More... | |
#define | ID_BU 8 |
Bump. More... | |
#define | ID_RL 9 |
Reflection. More... | |
#define | ID_RR 10 |
Refraction. More... | |
#define | ID_DP 11 |
Displacement. More... | |
#define | NTEXMAPS 12 |
The following are the texture map indices used by shader based materials.
All materials that derive from class StdMat2 are shader based. Examples of shaders include Blinn, Phong, Constant, Metal, etc. Since the shaders can arrange their texture map channels in any order, the standard texture map channels listed below need to be converted to the actual channel id of the shader via StdMat2::StdIDToChannel or BaseShader::StdIDToChannel. For material plugins that are not shader based (not derived from StdMat2), the standard texture map channels do not need to be converted.
#define ID_AM 0 |
Ambient.
#define ID_DI 1 |
Diffuse.
#define ID_SP 2 |
Specular.
#define ID_SH 3 |
Glossiness (Shininess in 3ds Max release 2.0 and earlier)
#define ID_SS 4 |
Specular Level (Shininess strength in 3ds Max release 2.0 and earlier)
#define ID_SI 5 |
Self-illumination.
#define ID_OP 6 |
Opacity.
#define ID_FI 7 |
Filter color.
#define ID_BU 8 |
Bump.
#define ID_RL 9 |
Reflection.
#define ID_RR 10 |
Refraction.
#define ID_DP 11 |
Displacement.
#define NTEXMAPS 12 |