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armoman92
July 27th, 2007, 11:26 PM
If i want to make water in max without using +media, what material should i apply (i mean .tif file) if i am using this water shader . (http://h2v.halomaps.org/index.cfm?pg=3&fid=2178)
What i tried was, making a plane called water_pool, giving it a material ID, applying the material fresnel.tif, renaming the material to go with the water shader and adding a ! at the end of my material name so it would be render only. What happened was that i got water that i could step into fine but it was a blood red staticy color that went all 'multi colored' when i stepped into it? I have no clue why. What should i do to fix this? If u need it, ill post a pic but i dont think its nessisary because what i described is basically it.

If you guys have a .tif file i can use or shader, can u plz provide a link?:D

THANKSSSSSSSSSSSSSSS a lot.:)

et_cg
July 27th, 2007, 11:31 PM
Kornman released MP and SP bitmap tags, just check out his 4th of July present thread in this section.

You can use a 256x256 sized texture in 3ds max just for visual reference, and make sure it's scaled correctly when your UVW Map\Unwrap'ing it.

When you use or make a water shader, just apply the bitmap tags you got from Kornman's nifty ol' pack of tags.

EDIT: Here's the link http://www.h2vista.net/forums/showthread.php?t=3879

Roostervier
July 27th, 2007, 11:57 PM
Also, make sure the water.bitmap in the reflection_map section is different than the one in the bump_map section. i.e. The bump_map is the water bump map, the reflection_map is the water cubemap.