Jump to content
  • Advertisement
Sign in to follow this  

3ds max sprite rendering options

This topic is 2291 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm investigating using 3ds max to make sprites for a 2d game. One the things I want to do is have different layers in my sprite sheets so I can colour areas differently, based on user inputs. (For example imagine a simple case of letting the user choose hair and skni colour for their character.)

I think there are 2 main of doing this:

1. Render each layer and store it separately in your sprite sheet data structure
2. Store a single image but have a separate image file storing per pixel layer information.

In both approaches it would be quite useful to be able to tell 3ds max to render an image file with some arbitrary per pixel information in it, such as the depth, the height Z coordinate in object space, or a layer index. Is something like this possible at all?

Another thing that might be useful is to be able to render a layer in max where the other layers are hidden for the purposes of rendering but active for the purposes of occlusion. (I.e so the occluded parts of a layer appear transparent.) Is there some way to do this?

Thanks for any help!

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!