RadioMapper Package

Version 1.2

MAXSCRIPT ENCRYPTED / CONVERTIBLE DEMO (9/30/1998)

Copyright (c) 1998 by Borislav Petrov, Bobo's Rendert**ls.
http://gfxcentral.com/bobo/
Distributed exclusively by ANIMAPIX GmbH

HELP TOPICS

1.Short Description
2.The RadioMapper Package
    2.1.RadioMapper Package Overview
    2.2.Registering Radiomapper
3.Step-by-step Workflow
    3.1.Creating and Importing the Radiosity Mesh
    3.2.TexPlode - Simplifying Radiosity Meshes
        3.2.1.TexPlode Overview
        3.2.2.TexPloding Simple Meshes with Planar Segments
        3.2.3.TexPloding Cylinders
        3.2.4.TexPloding Meshes with Partially Curved Segments
    3.3.Using RadioMapper
        3.4.1.RadioMapper Overview
        3.4.2.Starting the RadioMapper Utility
        3.4.3.Setting Bitmap and Material Properties
        3.4.4.Setting UVW Coordinates
        3.4.5.Creating RadioMapper Bitmaps
        3.4.6.Using the Batch Mode 


1. SHORT DESCRIPTION



2. THE RADIOMAPPER PACKAGE

2.1. RADIOMAPPER PACKAGE OVERVIEW

Version 1.2 (9/30/98) Convertible Demo

2.2. REGISTERING RADIOMAPPER
 

3. STEP-BY-STEP WORKFLOW

3.1. CREATING AND IMPORTING THE RADIOSITY MESH WARNING: In the current release of RadioRay (1.1), you cannot export a radiosity solution VRML file from a previously saved MAX scene.
You should do this immediately after processing the scene and before leaving MAX. NOTE: WorldGrabber is a Beta version of a free script and is not part of the RadioMapper Package. Radiosity VRML File - 9215 Faces NOTE: 3DS MAX R2 and higher use the second UVW map channel for the CPV information, so you can use just UVW Channel 1 on such meshes. Radiosity Mesh - Shaded Mode

WARNING: The MAX 2.5 VRML Importer will set the Clipping Planes of the Camera to "Manual, 0/999999", which will cause errors in the shaded OpenGL display of MAX. You should set the Clipping to Automatic to get correct display. Also, the Environment.../Ambient Light value will be set to a too high value you might wish to correct.

RadioMapper is capable of mapping relatively simple face structures like almost coplanar, cylindrical and spherical sets of faces. You should reduce complexity of some meshes before you can use RadioMapper with them. The next chapter describes the basics of the TexPlode Utility, and some manual methods for editing Radiosity Meshes.


3.2. TEXPLODE - SIMPLIFYING RADIOSITY MESHES
 

WARNING: When trying to split a Radiosity Mesh with EditMesh, the selected faces that become a new object receive the correct Vertex Color information. The rest of the mesh will have corrupted CPV information!

TIP: Sometimes you might find it easier to use the EditMesh Modifier or EMesh node functions instead of TexPlode.
To split a single mesh into two parts with correct CPV information, do the following:

TIP: To avoid  long processing times, there are some things you should keep in mind while creating your scene for Radiosity processing: 3.2.1. TexPlode Overview
  INFO: Here is how the Normal Threshold is used: INFO: The MAXScript Memory Heap


3.2.2. TexPloding Simple Meshes with Planar Segments

In the case of a Box or similar regular meshes like flat walls, floors, ceilings etc., you have to do the following:
 

Imported Radiosity Mesh of a Box in Shaded Mode before TexPlode TexPloded Box in Shaded Mode - Every Side is a Single Plane
 
 

3.2.3. TexPloding Cylinders

There are two ways to texplode a Cylinder:

Using the Normal Threshold value:

Cylinder Mesh TexPloded with 45deg. Normal Threshold into 8 Meshes TIP: The Attach function DOES NOT destroy any CPV information and may be used anytime you get parts from TexPlode you want to put together - this can save you some texture maps later in RadioMapper... You can also Weld the vertices of the attached elements without destroying CPV data. This way, you can actually build back the original mesh out of the texploded parts anytime.

Using the Face Selection option:

Modify / EMesh / Sub-Object / Face mode - Ignore Visible Edges Checked Cylinder Mesh - Select Top and Bottom Capping Faces TexPloded Cylinder Cappings - Two Separate Meshes Cylinder Mesh - Inverted Selection - Side Faces Selected Cylindrical Mesh Side Faces TexPloded to a Single Mesh NOTE: Both "Delete Old Mesh" and the actual "TEXPLODE" operations can be Undone separately!
 

3.2.4. TexPloding Meshes with Partially Curved Segments

Box With Curved Segment - Shaded View with Wireframed Edges Curved Ceiling Selected with EditMesh/Face/Planar Thresh. 15,0 Curved Ceiling Mesh Texploded Curved Mesh - Side Walls TexPloded

3.3. USING RADIOMAPPER

 3.3.1. RadioMapper Overview
 

INFO: Since the RadioMapper rendering is based on the UVW mappings applied, and the resulting bitmap is assigned using the same coordinates, ANY bitmap size will correctly fit the TARGET mesh, but you can also enter values that better represent the mesh proportions. In future releases, the utility will be improved to set the best bitmap size automatically.
  INFO: RadioMapper has been originally developed and is used for an inhouse 3D Game project with OpenGL support. Bitmap sizes based on 2^n are required by the OpenGL API.
  INFO: Before rendering, RadioMapper removes ANY Optimize modifiers from the Modifier stack of the SOURCE node. After rendering, in case the SOURCE node is also used as TARGET, an Optimize modifier is applied again.
  3.3.2. Starting the RadioMapper Utility
 


3.3.3. Setting Bitmap and Material Properties
 

INFO: The RADMAP.INI file is written to the root directory of your C: drive. In case the file has been deleted or corrupted, just press the [Save Path] button again to update it. This is also the case when you start RadioMapper for the first time. This might be also required after future RadioMapper version updates.
 

3.3.4. Setting UVW Coordinates

A very important step in preparing the geometry for RadioMapper rendering is providing correct mapping coordinates.
These are required for both Source and Target node (if different).
 

WARNING: If a complex mesh like the room walls has been processed using TexPlode in automatic mode, in some cases the two largest dimensions might NOT represent the plane perpendicular to the normal vector. In this case, the UVW Map modifier might be aligned incorrectly. This is why it is important to check the UVW coordinates. When using the BatchMap mode discussed later, there will be UVW Map warnings for all meshes in the selection without mapping coordinates. You should make sure all added modifiers are aligned correctly before starting BatchMap rendering, or provide the mapping yourself.

NEW IN RadioMapper 1.2: In V 1.1, in some cases, the shading algorythm leaves single black pixels at the left or right edge of the texture. This has been fixed in Version 1.2 - when Verbose Output is selected, a message "Pixel [x,y] Corrected." will be displayed, where x and y are the pixel coordinates.

3.3.5. Creating RadioMapper Bitmaps

If you have set your bitmap settings, picked Source (and optionally a Target), you are ready to render now.
 

Floor Plane - Edge Shading at 256x256 Floor Plane - Face Shading Sphere Mesh with Spherical Mapping - Seam Where Bitmap Edges Meet Sphere Mesh Mapped Seamlessly with [Spherical Mapping Shading] ON

3.3.6. Using the BatchMap Mode

In case you have split your mesh to multiple single planes that would render correctly in RadioMapper without any user input, you can let RadioMapper do the whole work alone. The BatchMap mode takes any number of Source Meshes from a selection set and processes them automatically.
 

BatchMapped Scene - Shaded Mode RadioMapped Optimized Mesh - 372 Faces

RadioMapper Version 1.2 Help File compiled on 9/30/98

DOWNLOAD RadioMapper Convertible Demo