06-24-2006, 01:39 PM
Hi,
Normally you would just stick the foam map in the foam map slot and it would pick up the foam data automatically, provided the sea surface uses the precalculated foam.
You should also be able to use bitmaps directly (if you need to control the foam from the wake separately for example)
Normally what I do if I want to use bitmaps in the slot, is I created a blend material of the sea material and a standard white material with the bmp in the mask slot.
However, you will need to change the UV tiling settings for the bitmap - Dreamscape seems to use unusual scales, so if you make your tiling .005, .005 and show in viewport, you should be able to see your map.
You will probably need to fiddle with the settings (and the offset) to position it correctly.
Max 7.5/8 makes it slightly easier as you can use real-world values.
Cheers,
Steve
Normally you would just stick the foam map in the foam map slot and it would pick up the foam data automatically, provided the sea surface uses the precalculated foam.
You should also be able to use bitmaps directly (if you need to control the foam from the wake separately for example)
Normally what I do if I want to use bitmaps in the slot, is I created a blend material of the sea material and a standard white material with the bmp in the mask slot.
However, you will need to change the UV tiling settings for the bitmap - Dreamscape seems to use unusual scales, so if you make your tiling .005, .005 and show in viewport, you should be able to see your map.
You will probably need to fiddle with the settings (and the offset) to position it correctly.
Max 7.5/8 makes it slightly easier as you can use real-world values.
Cheers,
Steve

