Defines

Texture Map Indices

The following are the texture map indices used by shader based materials. More...

Defines

#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

Detailed Description

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.

See also:
class BaseShader, class Shader, class MtlBase, class StdMat2

Define Documentation

#define ID_AM   0
#define ID_DI   1
#define ID_SP   2
#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
#define ID_FI   7
#define ID_BU   8
#define ID_RL   9
#define ID_RR   10
#define ID_DP   11
#define NTEXMAPS   12