# PVRGeoPOD 3ds Max Normal Bump map export

**URL:** <https://forums.imgtec.com/t/pvrgeopod-3ds-max-normal-bump-map-export/1885>\
**Category:** PowerVR Insider\
**Tags:** pvrgeopod\
**Created:** [August 27, 2013, 3:08am UTC](https://forums.imgtec.com/t/pvrgeopod-3ds-max-normal-bump-map-export/1885 "2013-08-27T03:08:33Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![mysticcoder](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/mysticcoder/32/147_2.png) [@mysticcoder](https://forums.imgtec.com/u/mysticcoder)\
**Post date:** [August 27, 2013, 3:08am UTC](https://forums.imgtec.com/t/pvrgeopod-3ds-max-normal-bump-map-export/1885/1 "2013-08-27T03:08:33Z")

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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?

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**Author:** ![Scott](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/scott/32/256_2.png) [@Scott](https://forums.imgtec.com/u/Scott)\
**Post date:** [September 2, 2013, 7:19am UTC](https://forums.imgtec.com/t/pvrgeopod-3ds-max-normal-bump-map-export/1885/2 "2013-09-02T07:19:09Z")

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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](mailto:devtech@imgtec.com)?  
  
  
  
Cheers,  
  
  
  
Scott

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**Author:** ![mysticcoder](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/mysticcoder/32/147_2.png) [@mysticcoder](https://forums.imgtec.com/u/mysticcoder)\
**Post date:** [September 4, 2013, 3:31am UTC](https://forums.imgtec.com/t/pvrgeopod-3ds-max-normal-bump-map-export/1885/3 "2013-09-04T03:31:59Z")

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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!

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**Author:** ![Scott](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/scott/32/256_2.png) [@Scott](https://forums.imgtec.com/u/Scott)\
**Post date:** [September 9, 2013, 1:24pm UTC](https://forums.imgtec.com/t/pvrgeopod-3ds-max-normal-bump-map-export/1885/4 "2013-09-09T13:24:11Z")

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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.

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**Author:** ![mysticcoder](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/mysticcoder/32/147_2.png) [@mysticcoder](https://forums.imgtec.com/u/mysticcoder)\
**Post date:** [September 9, 2013, 10:16pm UTC](https://forums.imgtec.com/t/pvrgeopod-3ds-max-normal-bump-map-export/1885/5 "2013-09-09T22:16:02Z")

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Thanks! It’ll come in very handy.
