Making a Material with B2M (Bitmap to Material) for use in iClone
I mentioned in my previous post that I needed some chalk cliff face to line my pit and cover my cliffs.
Here are the steps I followed:-
Opened Bitmap2Material program.
The following sequence of actions is numbered as per the image above.
1. Dropped a jpg image of a section of chalk cliff face into the top left panel.
2. Adjusted parameters as desired. There are a lot of these and this could easily collectively take longer than the rest of the operation. For now I left them at their default values.
3. Selected: Export as Bitmap.
4. Set: Start = 1f / End = 1f / Count = 1f. I didn’t do this the first time and ended up generating over 1,000 bitmap images.
5. Ticked the Maps I wanted to generate: Ambient Occlusion, Diffuse, Normal, Opacity, Specular and then Set the Destination Directory.
6. Pressed the Export button.
Opened iClone5
Selected an object (e.g. terrain, prop etc.). I used a box.
Set the Texture Setting Maps to the ones I had just generated in B2M.
Some of the terminology is not the same between B2M and iClone. They translate as follows:-
B2M |
iClone |
Diffuse |
Diffuse |
Normal |
Bump |
Opacity |
Opacity |
Specular |
Specular |
Ambient Occlusion |
Blend |
Saved the Material.
Whoopee – I can now make as many Materials as I want. The advantage is that instead of just having a collection of flat image textures that can be diffused onto a surface, the material files generated with B2M include the other maps such as Bump and Specular, which give the material more life and much more of a 3D feel.
Now I feel I can get back to my project and that these little diversions should produce a better quality result.
Tony