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Imagine this; you have just finished a huge model of a machine containing a lot of shiny hex nuts. You have already made a shiny map definition in all the neccesary levels that contain a nut. Now, if you wanted to add two different noisemaps defining bumps in all these places, it would take quite a while to do this, at least without some pretty good RPL-coding. So if you know that the model is going to be like this, why not plan forward to avoid all this extra work. Here is a method you can use when doing work of this nature:
All objects having the link in the level, will use all the materials in the multimap level. Just make sure there is an extra level in between, otherwise all 'multimaps' will affect the root, which we off course don't want. Like this:
root TAGS FLAGS
level1
object1
ellipsoid
multimaplink(M) SIDE=100 Mapping flag
object2
polyhedron
amateriallink(M) SIDE=200 Mapping Flag
object3
level
object4
cone
multimaplink(M) SIDE=100 Mapping flag
level2
testobject
cube
amateriallink(M) SIDE=200 Mapping flag
materials
multimap
multimap(M) SIDE=100 Mapping flag
shiny(M) SMAT=shiny Mapping flag (+CD +RT invisible)
bumps1(M) SMAT=bumps1 Mapping flag (+CD +RT invisible)
bumps2(M) SMAT=bumps2 Mapping flag (+CD +RT invisible)
noisecloud(M) SMAT=noisecloud Mapping flag (+CD +RT invisible)
amaterial
amaterial(M) SIDE=200 Mapping flag
color(M) SMAT=color Mapping flag (+CD +RT invisible)
brilliance(M) SMAT=brilliance Mapping flag (+CD +RT invisible)
I know this is quite obvious really, but it is so easily forgotten. I have not tested if there are any speed differences in the rendering using this method instead of mapping each level with all the materials.
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| Helpdesk | Real 3D | Main area |