Imagination PowerVR SDK Blog

PVRGeoPOD 3ds Max Normal Bump map export

pvrgeopod

#1

Problem:

A POD file with materials with ‘Normal Bump’ maps exported from 3ds Max with the PVRGeoPOD exporter is missing texture bump maps when importing.



Reason:

I realize there are an infinite amount of complex ways to tie maps and materials together in 3ds Max, however a simple and often used (at least here) technique is to use a Normal Bump map which has the normal map tied to the ‘Normal’ channel of the map. This gives correct results in 3ds Max and can help to compare against a runtime build with these maps.

I’m guessing the exporter discards anything that is not a ‘Bitmap’ class when exporting the standard map channels of a material instead of trying to resolve anything further.



Possible solution(s) / suggestions:

Any chance of adding support for the ‘Normal Bump’ map type and extracting the ‘Normal’ map on export so it’s available in the POD file?

Or maybe parsing non-Bitmap class maps and extracting the ‘first’ map child?


#2

Hi,



You’re spot on, the exporter only exports ‘Bitmaps’. I’ll take a look at getting this fixed.



To save me a little time, would it be possible for you to send your scene to devtech@imgtec.com?



Cheers,



Scott


#3

Hi Scott,



Yes, it’s not really an issue of ‘fixing’ it, as I say theres innumerable ways to combine things in Max of course so I understand the exporter takes somewhat of the median line.



I have sent you a simple scene demonstrating the normal bump maps with some implementation notes to consider.



I will update this post as the ticket progresses for anyone else that wants info.



Thanks for the attention!


#4

Cheers for your scene.



Just to let you know, our 3.2 release of PVRGeoPOD will support the exporting of textures from Normal Bump maps.


#5

Thanks! It’ll come in very handy.