Understanding Material Map Types


Maps are typically used along with materials. You can open most material maps from the Material/Map Browser. To open the Material/Map Browser, click on any of the map buttons found throughout the Material Editor, including those found in the Maps rollout. Figure 23.1 shows this browser filtered to display the available maps.

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Figure 23.1: Use the Material/Map Browser to list all the maps available for assigning to materials

In the Material/Map Browser, you can use the options in the Show group to filter the types of maps (of which there are several) to be displayed. You have options to show Maps, Materials, Incompatible, Root Only, and By Object. The additional options of 2D Maps, 3D Maps, Compositors, Color Mods, Other, and All are available if the New option is selected in the Browse From section. To load a material into the Material Editor, simply either double-click it or select it and click OK.

2D maps

A two-dimensional map can be wrapped onto the surface of an object or used as an environment map for a scene's background image. Because they have no depth, 2D maps appear only on the surface. The Bitmap map is perhaps the most common 2D map. It enables you to load any image, which can be wrapped around an object's surface in a number of different ways.

Many maps have several rollouts in common. These include Coordinates, Noise, and Time. In addition to these rollouts, each individual map type has its own parameters rollout.

The Coordinates rollout

Every map that is applied to an object needs to have mapping coordinates that define how the map lines up with the object. For example, with the soup can label example mentioned earlier, you probably would want to align the top edge of the label with the top edge of the can, but you could position the top edge of the map at the middle of the can. Mapping coordinates define where the map's upper-right corner is located on the object.

All map coordinates are based on a UVW coordinate system that equates to the familiar XYZ coordinate system, except that it is named uniquely so as not to be confused with transformation coordinates. These coordinates are required for every object to which a map is applied. In most cases, you can generate these coordinates automatically when you create an object by selecting the Generate Mapping Coordinates option in the object's Parameter rollout.

Note 

Editable meshes don't have any default mapping coordinates, but you can generate mapping coordinates using the UVW Map modifier.

In the Coordinates rollout for 2D Maps, shown in Figure 23.2, you can specify whether the map will be a texture map or an environment map. The Texture option applies the map to the surface of an object as a texture. This texture moves with the object as the object moves. The Environ option creates an environment map. Environment maps are locked to the world and not to an object. Moving an object with an environment map applied to it scrolls the map across the surface of the object.

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Figure 23.2: The Coordinates rollout lets you offset and tile a map

Different mapping types are available for both the Texture and Environ options. Mapping types for the Texture option include Explicit Map Channel, Vertex Color Channel, Planar from Object XYZ, and Planar from World XYZ. The Explicit Map Channel option is the default. It applies the map using the designated Map Channel. The Vertex Color Channel uses specified vertex colors as its channel. The two planar mapping types place the map in a plane based on the Local or World coordinate systems.

The Environ option includes Spherical Environment, Cylindrical Environment, Shrink-Wrap Environment, and Screen mapping types. The Spherical Environment mapping type is applied as if the entire scene were contained within a giant sphere. The same applies for the Cylindrical Environment mapping type, except that the shape is a cylinder. The Shrink-Wrap Environment plasters the map directly on the scene as if it were covering it like a blanket. The Screen mapping type just projects the map flatly on the background.

The Show Map on Back option causes planar maps to project through the object and be rendered on the object's back.

The U and V coordinates define the X and Y positions for the map. For each coordinate, you can specify an Offset value, which is the distance from the origin. The Tiling value is the number of times to repeat the image and is used only if the Tile option is selected. If the Use Real-World Scale option is selected, then the Offset fields change to Height and Width and the Tiling fields change to Size. The Mirror option inverts the map. The UV, VW, and WU options apply the map onto different planes.

Tiling is the process of placing a copy of the applied map next to the current one and so on until the entire surface is covered with the map placed edge to edge. You will often want to use tiled images that are seamless or that repeat from edge to edge.

Figure 23.3 shows an image tile that is seamless. Notice how the horizontal and vertical seams line up. This figure shows three tiles positioned side by side, but because the opposite edges line up, the seams between the tiles aren't evident.

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Figure 23.3: Seamless image tiles are a useful way to cover an entire surface with a small map

The Material Editor includes a button that you can use to check the Tiling and Mirror settings. The Sample UV Tiling button (fourth from the top) is a flyout button that you can switch to 2 × 2, 3 × 3, or 4 × 4.

You can also rotate the map about each of the U, V, and W axes by entering values in the respective fields, or by clicking the Rotate button, which opens the Rotate Mapping Coordinates dialog box, shown in Figure 23.4. Using this dialog box, you can drag the mouse to rotate the mapping coordinates. Dragging within the circle rotates about all three coordinates, and dragging outside the circle rotates the mapping coordinates about their center point.

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Figure 23.4: The Rotate Mapping Coordinates dialog box appears when you click the Rotate button in the Coordinates rollout

The Blur and Blur Offset values affect the blurriness of the image. The Blur value blurs the image based on its distance from the view, whereas the Blur Offset value blurs the image regardless of its distance.

Tip 

You can use the Blur setting to help make tile seams less noticeable.

The Noise rollout

You can use the Noise rollout to randomly alter the map settings in a pre-defined manner. Noise can be thought of as static that you see on the television added to a bitmap. This feature is helpful for making textures more grainy, which is useful for certain materials.

The Amount value is the strength of the noise function applied; the value ranges from 0 for no noise through 100 for maximum noise. You can disable this noise function at any time, using the On option.

The Levels value defines the number of times the noise function is applied. The Size value determines the extent of the noise function based on the geometry. You can also Animate the noise. The Phase value controls how quickly the noise changes over time.

The Time rollout

Maps, such as bitmaps, that can load animations also include a Time rollout for controlling animation files. In this rollout, you can choose a Start Frame and the Playback Rate. The default Playback Rate is 1.0; higher values run the animation faster, and lower values run it slower. You also can set the animation to Loop, Ping-Pong, or Hold on the last frame.

The Output rollout

The Output rollout includes settings for controlling the final look of the map. The Invert option creates a negative version of the bitmap. The Clamp option prevents any colors from exceeding a value of 1.0 and prevents maps from becoming self-illuminating if the brightness is increased.

The Alpha From RGB Intensity option generates an alpha channel based on the intensity of the map. Black areas become transparent and white areas opaque.

Note 

For materials that don't include an Output rollout, you can apply an Output map, which accepts a submaterial.

The Output Amount value controls how much of the map should be mixed when it is part of a composite material. You use the RGB Offset value to increase or decrease the map's tonal values. Use the RGB Level value to increase or decrease the saturation level of the map. The Bump Amount value is used only if the map is being used as a bump map-it determines the height of the bumps.

The Enable Color Map option enables the Color Map graph at the bottom of the Output rollout. This graph displays the tonal range of the map. Adjusting this graph affects the highlights, midtones, and shadows of the map. Figure 23.5 shows a Color Map graph.

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Figure 23.5: The Color Map graph enables you to adjust the highlights, midtones, and shadows of a map

The left end of the graph equates to the shadows, and the right end is for the highlights. The RGB and Mono options let you display the graphs as independent red, green, and blue curves or as a single monocolor curve. The Copy CurvePoints option copies any existing points from Mono mode over to RGB mode, and vice versa. The buttons across the top of the graph are used to manage the graph points.

The buttons above the graph include Move (with flyout buttons for Move Horizontally and Move Vertically), Scale Point, Add Point (with a flyout button for adding a point with handles), Delete Point, and Reset Curves. Along the bottom of the graph are buttons for managing the graph view. The two fields at the bottom left contain the horizontal and vertical values for the current selected point. The other buttons are to Pan and Zoom the graph.

Bitmap map

Selecting the Bitmap map from the Material/Map Browser opens the Select Bitmap Image File dialog box, shown in Figure 23.6, where you can locate an image file. Various image and animation formats are supported, including AVI, MPEG, BMP, CIN, CWS, DDF, EXR, GIF, HDRI, IFL, IPP, FLC, JPEG, MOV, PNG, PSD, RGB, RLA, RPF, TGA, TIF, and YUV.

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Figure 23.6: The Select Bitmap Image File dialog box lets you preview images before opening them

The name of the current bitmap file is displayed on the button in the Bitmap Parameters rollout, shown in Figure 23.7. If you need to change the bitmap file, click the Bitmap button and select the new file. Use the Reload button to update the bitmap if you've made changes to the bitmap image by an external program.

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Figure 23.7: The Bitmap Parameters rollout offers several settings for controlling a bitmap map

The Bitmap Parameters rollout includes three Filtering options: Pyramidal, Summed Area, and None. These methods perform a pixel-averaging operation to anti-alias the image. The Summed Area option requires more memory but produces better results.

You can also specify the output for a mono channel or for an RGB channel. For maps that use only the monochrome information in the image (such as an opacity map), the Mono Channel as RGB Intensity or Alpha option can be used. For maps that use color information (for example, a diffuse map), the RGB Channel can be RGB (full color) or Alpha as Gray.

The Cropping/Placement controls enable you to crop or place the image. Cropping is the process of cutting out a portion of the image, and Placing is resizing the image while maintaining the entire image and positioning it. The View Image button opens the image in a Cropping/Placement dialog box, shown in Figure 23.8. The rectangle is available within the image when Crop mode is selected. You can move the handles of this rectangle to specify the crop region.

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Figure 23.8: Viewing an image in the Cropping/Placement dialog box enables you to set the crop marks

Note 

When the Crop option is selected, a UV button is displayed in the upper right of the Cropping/ Placement dialog box. Clicking this button changes the U and V values to X and Y pixels.

You can also adjust the U and V parameters, which define the upper-left corner of the cropping rectangle, and the W and H parameters, which define the crop or placement width and height. The Jitter Placement option works with the Place option to randomly place and size the image.

Note 

The U and V values are a percentage of the total image. For example, a U value of 0.25 positions the image's left edge at a location that is 25 percent of the distance of the total width from the left edge of the original image.

If the bitmap has an alpha channel, you can specify whether it is to be used with the Image Alpha option, or you can define the alpha values as RGB Intensity or as None. You can also select to use Premultiplied Alphas. Premultiplied Alphas are alpha channels that have already been multiplied by each separate RGB channel. By premultiplying, you won't need to multiply the channels when compositing the image.

Checker map

The Checker map creates a checkerboard image with two colors. The Checker Parameters rollout includes two color swatches for changing the checker colors. You can also load maps in place of each color. Use the Swap button to switch the position of the two colors and the Soften value to blur the edges between the two colors.

Figure 23.9 shows three Checker maps with Tiling values of 2 for the U and V directions and Soften values of (from left to right) 0, 0.2, and 0.5.

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Figure 23.9: The Checker map can be softened as these three maps are with Soften values of 0, 0.2, and 0.5

Combustion map

This map works with Autodesk's Combustion package, which is used for post-processing compositing. The Combustion map enables you to include Combustion-produced effects as a material map.

The Project button lets you load a file to paint on. These files are limited to the types that Combustion supports. Use the Edit button to load the Combustion interface.

In the Live Edit section, the Unwrap Selected button places markings on the bitmap image to show where the mapping coordinates are located. The UV button lets you change from among UV, VW, and UW coordinate systems. The Track Time button lets you change the current frame, which enables you to paint materials that change over time. The Paint button changes the viewport cursor to enable you to paint interactively in the viewport. The Operator button lets you select a composition operator from within Combustion.

The Combustion map also includes information about current project settings for specifying a custom resolution. You can also control the Start Frame and Duration of an animation sequence. The Filtering options are Pyramidal, Summed Area, or None, and the End Conditions can be set to Loop, Ping Pong (which moves back and forth between the start and end positions), or Hold.

Caution 

To use this map type, you must have the Combustion program. If the program isn't installed, the text "Error: Combustion Engine DLL Not Found" displays at the top of the Combustion Parameters rollout

Gradient map

The Gradient map creates a gradient image using three colors. The Gradient Parameters rollout includes a color swatch and map button for each color. You can position the center color at any location between the two ends using the Color 2 Position value spinner. The value can range from 0 through 1. The rollout lets you choose between Linear and Radial gradient types.

The Noise Amount adds noise to the gradient if its value is nonzero. The Size value scales the noise effect, and the Phase controls how quickly the noise changes over time. The three types of noise that you can select are Regular, Fractal, and Turbulence. The Levels value determines how many times the noise function is applied. The High and Low Threshold and Smooth values set the limits of the noise function to eliminate discontinuities.

Figure 23.10 shows linear and radial Gradient maps.

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Figure 23.10: A Gradient map can be linear (left) or radial (right)

Gradient Ramp map

This advanced version of the Gradient map can use many different colors. The Gradient Ramp Parameters rollout, shown in Figure 23.11, includes a color bar with several flags along its bottom edge. You can add flags by simply clicking along the bottom edge. You can also drag flags to reposition them or delete the interior flags by dragging them all the way to either end until they turn red.

To define the color for each flag, right-click the flag and then select Edit Properties from the pop-up menu. The Flag Properties dialog box, also shown in Figure 23.11, opens so you can select a color or texture to use.

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Figure 23.11: The Flag Properties dialog box enables you to specify a color and its position to use in the Gradient Ramp

The Gradient Type drop-down in the Gradient Ramp Parameters rollout offers various Gradient Types, including 4 Corner, Box, Diagonal, Lighting, Linear, Mapped, Normal, Pong, Radial, Spiral, Sweep, and Tartan. You can also select from several Interpolation Types, including Custom, Ease In, Ease In Out, Ease Out, Linear, and Solid.

Figure 23.12 shows several of the gradient types available for the Gradient Ramp map.

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Figure 23.12: The Gradient Ramp map offers several different gradient types, including (from top left to bottom right) Box, Diagonal, Normal, Pong, Spiral, and Tartan

Swirl map

The Swirl map creates a swirled image of two colors: Base and Swirl. The Swirl Parameters rollout includes two color swatches and map buttons to specify these colors. The Swap button switches the two colors. Other options include Color Contrast, which controls the contrast between the two colors; Swirl Intensity, which defines the strength of the swirl color; and Swirl Amount, which is how much of the Swirl color gets mixed into the Base color.

Note 

All maps that use two colors include a Swap button for switching between the colors.

The Twist value sets the number of swirls. Negative values cause the swirl to change direction. The Constant Detail value determines how much detail is included in the swirl.

With the Swirl Location X and Y values, you can move the center of the swirl. As the center is moved far from the materials center, the swirl rings become tighter. The Lock button causes both values to change equally. If the lock is disabled, then the values can be changed independently.

The Random Seed sets the randomness of the swirl effect.

Figure 23.13 shows the Swirl map with three different Twist values. From left to right, the Twist values are 1, 5, and 10.

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Figure 23.13: The Swirl map combines two colors in a swirling pattern

Tiles map

The Tile map creates brick patterns. The Standard Controls rollout contains a Preset Type drop-down list with a list of preset tile patterns. These patterns are popular tile patterns including Running Bond, Common Flemish Bond, English Bond, 1/2 Running Bond, Stack Bond, Fine Running Bond, and Fine Stack Bond.

In the Advanced Controls rollout under both the Tile and Grout Setup sections, you can use a custom texture map and color. You can specify the Horizontal and Vertical Count of the Tiles and the Grout's Horizontal and Vertical Gaps, as well as Color and Fade Variance values for both. The Horizontal and Vertical Gaps can be locked to always be equal. For Grout, you can also define the Percentage of Holes. Holes are where tiles have been left out. A Rough value controls the roughness of the mortar.

The Random Seed value controls the randomness of the patterns, and the Swap Texture Entries option exchanges the tile texture with the grout texture.

In the Stacking Layout section, the Line Shift and Random Shift values are used to move each row of tiles a defined or random distance.

The Row and Column Editing section offers options that let you change the number of tiles Per Row or Column and the Change (or leftover) in each row or column.

Figure 23.14 shows three different Tile map styles.

3D maps

3D maps are procedurally created, which means that these maps are more than just a grouping of pixels; they are actually created using a mathematical algorithm. This algorithm defines the map in three dimensions, so that if a portion of the object were to be cut away, the map would line up along each edge.

The Coordinates rollout for 3D maps is similar to the Coordinates rollout for 2D maps with a few exceptions; differences include Coordinate Source options of Object XYZ, World XYZ, Explicit Map Channel, and Vertex Color Channel. There are also Offset, Tiling, and Angle values for the X-, Y-, and Z-axes as well as Blur and Blur offset options.

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Figure 23.14: From the Standard Controls rollout, you can select from several preset Tile styles, including Running Bond, English Bond, and Fine Running Bond

Cellular map

The Cellular 3D map creates patterns of small objects referred to as cells. In the Cell Color section of the Cellular Parameters rollout, you can specify the color for the individual cells or apply a map. Setting the Variation value can vary the cell color.

In the Division Colors section, two color swatches are used to define the colors that appear between the cells. This space is a gradient between the two colors.

In the Cell Characteristics section, you can control the shape of the cells by selecting Circular or Chips, a Size, and how the cells are Spread. The Bump Smoothing value smoothes the jaggedness of the cells. The Fractal option causes the cells to be generated using a fractal algorithm. The Iterations value determines the number of times that the algorithm is applied. The Adaptive option determines automatically the number of iterations to complete. The Roughness setting determines how rough the surfaces of the cells are.

The Size value affects the overall scale of the map, while the Threshold values specify the specific size of the individual cells. Settings include Low, Mid, and High.

Figure 23.15 shows three Cellular maps: the first with Circular cells and a Size value of 20, the second with Chips cells, and the final one with the Fractal option enabled.

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Figure 23.15: The Cellular map creates small, regular-shaped cells

Dent map

The Dent 3D map works as a bump map to create indentations across the surface of an object. In the Dent Parameters rollout, the Size value sets the overall size of the dents. The Strength value determines how deep the dents are, and the Iterations value sets how many times the algorithm is to be computed. You can also specify the colors for the Dent map. The default colors are black and white. Black defines the areas that are indented.

Figure 23.16 shows three spheres with the Dent map applied as bump mapping. The three spheres, from left to right, have Size values of 500, 1000, and 2000.

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Figure 23.16: The Dent map causes dents in the object when applied as bump mapping

Falloff map

The Falloff 3D map creates a grayscale image based on the direction of the surface normals. Areas with normals that are parallel to the view are black, and areas whose normals are perpendicular to the view are white. This map is usually applied as an opacity map, giving you greater control over the opacity of the object.

The Falloff Parameters rollout includes two color swatches, a Strength value of each, and an optional map. There are also drop-down lists for setting the Falloff Type and the Falloff Direction. Falloff Types include Perpendicular/Parallel, Towards/Away, Fresnel, Shadow/Light, and Distance Blend. The Falloff Direction options include Viewing Direction (Camera Z axis); Camera X Axis; Camera Y Axis; Object; Local X, Y, and Z Axis; and World X, Y, and Z Axis.

In the Mode Specific Parameters section, several parameters are based on the Falloff Type and Direction. If Object is selected as the Falloff Direction, then a button that lets you select the object becomes active. The Fresnel Falloff Type is based on the Index of Refraction and provides an option to override the material's Index of Refraction value. The Distance Blend Falloff Type offers values for Near and Far distances.

The Falloff map also includes a Mix Curve graph and rollout that give you precise control over the falloff gradient. Points at the top of the graph have a value of 1 and represent the white areas of falloff. Points at the bottom of the graph have a value of 0 and are black.

Marble map

The Marble 3D map creates a marbled material with random colored veins. The Marble Parameters rollout includes two color swatches: Color #1 is the vein color and Color #2 is the base color. You also have the option of loading maps for each color. The Swap button switches the two colors. The Size value determines how far the veins are from each other, and the Vein Width defines the vein thickness.

Figure 23.17 shows three Marble maps with Vein Width values of (from left to right) 0.01, 0.025, and 0.05.

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Figure 23.17: The Marble map creates a marbled surface

Noise map

The Noise 3D map randomly alters the surface of an object using two colors. The Noise Parameters rollout offers three Noise types: Regular, Fractal, and Turbulence. Each type uses a different algorithm for computing noise. The two color swatches let you alter the colors used to represent the noise. You also have the option of loading maps for each color. The Size value scales the noise effect. To prevent discontinuities, the High and Low Noise Threshold can be used to set noise limits.

Figure 23.18 shows Noise maps with the (from left to right) Regular, Fractal, and Turbulence options enabled.

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Figure 23.18: The Noise map produces a random noise pattern on the surface of the object

Particle Age map

The Particle Age map is used with particle systems to change the color of particles over their lifetime. The Particle Age Parameters rollout includes three different color swatches and age values.

Particle MBlur map

The Particle MBlur map is also used with particle systems. This map is used to blur particles as they increase in velocity. The Particle Motion Blur Parameters rollout includes two colors: The first color is the one used for the slower portions of the particle, and the second color is used for the fast portions. When you apply this map as an opacity map, the particles are blurred. The Sharpness value determines the amount of blur.

CROSS-REF 

For more on both the Particle Age and Particle MBlur maps, see Chapter 35, "Creating Particles and Particle Flow."

Perlin Marble map

This map creates marble textures using a different algorithm. Perlin Marble is more chaotic and random than the Marble map. The Perlin Marble Parameters rollout includes a Size parameter, which adjusts the size of the marble pattern, and a Levels parameter, which determines how many times the algorithm is applied. The two color swatches determine the base and vein colors, or you can assign a map. There are also values for the Saturation of the colors.

Figure 23.19 shows the Perlin Marble map Size values of (from left to right) 50, 100, and 200.

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Figure 23.19: The Perlin Marble map creates a marble pattern with random veins

Planet map

The Planet map is especially designed to create random areas of land and water. The Planet Parameters rollout includes three color swatches for the water areas and five color swatches for the land areas. These colors are displayed successively to simulate the elevation of the map. Other options include the Continent Size, the Island Factor (which determines the number of islands), an Ocean percentage, and a Random Seed. There is also an option to Blend Water and Land.

Figure 23.20 shows Planet map with Island Factor values of (from left to right) 0, 10, and 30.

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Figure 23.20: You can use the Planet map to create planets with landmasses and oceans

Smoke map

The Smoke map can create random fractal-based patterns such as those you would see in smoke. In the Smoke Parameters rollout, you can set the Size of the smoke areas and the number of Iterations (how many times the fractal algorithm is computed). The Phase value shifts the smoke about, and the Exponent value produces thin, wispy lines of smoke. The rollout also includes two colors for the smoke particles and the area between the smoke particles, or you can load maps instead.

Figure 23.21 shows the Smoke map with Size values of (from left to right) 40, 80, and 200.

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Figure 23.21: The Smoke map simulates the look of smoke when applied as opacity mapping

Speckle map

The Speckle map produces small randomly positioned specks. The Speckle Parameters rollout lets you control the Size and color of the specks. Two color swatches are for the base and speck colors.

Figure 23.22 shows the Speckle map with Size values of (from left to right) 100, 200, and 400.

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Figure 23.22: The Speckle map paints small random specks on the surface of an object

Splat map

The Splat map can create the look of covering an object with splattered paint. In the Splat Parameters rollout, you can set the Size of the splattered areas and the number of Iterations, which is how many times the fractal algorithm is computed. For each additional Iteration, a smaller set of spatters appears. The Threshold value determines how much of each color to mix. The rollout also includes two colors for the splattered sections, or you can load maps instead.

Figure 23.23 shows the Splat map with a Size value of 60, 6 Iterations, and Threshold values of (from left to right) 0.2, 0.3, and 0.4.

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Figure 23.23: The Splat map splatters paint randomly across the surface of an object

Stucco map

The Stucco map generates random patches of gradients that create the look of a stucco surface if applied as a bump map. In the Stucco Parameters rollout, the Size value determines the size of these areas. The Thickness value determines how blurry the patches are, which changes the sharpness of the bumps for a bump map. The Threshold value determines how much of each color to mix. The rollout also includes two colors for the patchy sections, or you can load maps instead.

Figure 23.24 shows the Stucco map with a Threshold value of 0.5, Thickness of 0.02, and Size values of (from left to right) 10, 20, and 40.

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Figure 23.24: The Stucco map creates soft indentations when applied as bump mapping

Waves map

This map creates wavy, watery-looking maps and can be used as both a diffuse map and a bump map to create a water surface. You can use several values to set the wave characteristics in the Water Parameters rollout, including the number of Wave Sets, the Wave Radius, the minimum and maximum Wave Length, the Amplitude, and the Phase. You can also Distribute the waves as 2D or 3D, and a Random Seed value is available.

Figure 23.25 shows the Water map with the Num Wave Sets value set to (from left to right) 1, 3, and 9.

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Figure 23.25: You can use the Water map to create watery surfaces

Wood map

The Wood map produces a two-color wood grain. The Wood Parameters rollout options include Grain Thickness, Radial, and Axial Noise. You can select the two colors to use for the wood grain.

Figure 23.26 shows the Wood map with Grain Thickness values of (from left to right) 8, 16, and 30.

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Figure 23.26: The Wood map creates a map with a wood grain

Compositor maps

Compositor maps are made by combining several maps into one. Compositor map types include Composite, Mask, Mix, and RGB Multiply.

Composite map

Composite maps combine a specified number of maps into a single map using the alpha channel. The Composite Parameters rollout enables you to specify the number of maps and has buttons for loading each.

In order for the maps to be specified, at least one of them must contain an alpha channel. If the submaterials contain an Output rollout, then you can select the Alpha from RGB Intensity option. If the submaterial doesn't have an Output rollout, then you can apply the Output map and keep the submaterial as a sub-map. This enables the same options found in the Output rollout.

Figure 23.27 shows three different uses for the Composite map. The left image combines a Checker map with a Gradient map. The Gradient map includes an Output rollout with the Alpha from RGB Intensity option enabled. The last two images combine a Swirl map with Checker and Cellular maps. To enable the alpha channel for these last two, the Output map was used.

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Figure 23.27: The Composite map can use multiple maps

Mask map

In the Mask Parameters rollout, you can select one map to use as a Mask and another one to display through the holes in the mask simply called Map. You also have an option to Invert the Mask. The black areas of the masking map are the areas that hide the underlying map. The white areas allow the underlying map to show through. The result of the Mask map is visible only when rendered.

Mix map

You can use the Mix map to combine two maps or colors. It is similar to the Composite map, except that it uses a Mix Amount value to combine the two colors or maps instead of using the alpha channel. In the Mix Parameters rollout, the Mix Amount value of 0 includes only Color #1, and a value of 100 includes only Color #2. You can also use a Mixing Curve to define how the colors are mixed. The curve shape is controlled by altering its Upper and Lower values.

Figure 23.28 shows the Mix map with Perlin marble and Checker maps applied as sub-maps and Mix values of (from left to right) 25, 50, and 75.

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Figure 23.28: The Mix map lets you combine two maps and define the Mix Amount

RGB Multiply map

The RGB Multiply map multiplies the RGB values for two separate maps and combines them to create a single map. Did you notice in the preceding figure that the Mix map fades both maps? The RGB Multiply map keeps the saturation of the individual maps by using each map's alpha channel to combine the maps.

The RGB Multiply Parameters rollout includes an option to use the Alpha from either Map #1 or Map #2 or to Multiply the Alphas.

Figure 23.29 shows three samples of the RGB Multiply map. Each of these images combines a Wood map with (from left to right) a Checker map, a Gradient map, and a Stucco map. Notice that the colors aren't faded for this map type.

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Figure 23.29: The RGB Multiply map combines maps at full saturation using alpha channels

Color Modifier maps

You can use this group of maps to change the color of different materials. Color Modifier map types include Output, RGB Tint, and Vertex Color.

Output map

The Output map provides a way to add the functions of the Output rollout to maps that don't include an output rollout. Details on this map type are presented in the earlier section that covers the Output rollout.

RGB Tint map

The RGB Tint map includes color swatches for the red, green, and blue channel values. Adjusting these colors alters the amount of tint in the map. For example, setting the red color swatch in the RGB Tint Parameters rollout to white and the green and blue color swatches to black creates a map with a heavy red tint. You can also load maps in place of the colors.

Vertex Color map

The Vertex Color map makes the vertex colors assigned to an Editable Mesh, Poly, or Patch object visible when the object is rendered. When an Editable Mesh, Poly, or Patch object is in Vertex subobject mode, you can assign the selected vertices a Color, an Illumination color, and an Alpha value. These settings are in the Surface Properties rollout. You can also assign vertex colors using the Assign Vertex Colors utility. Use this utility to assign color to the current object or to assign material colors to the object's vertices using the given lights. A third way to assign vertex colors is with the Vertex Paint modifier, which you access using the Modifiers image from book Mesh Editing image from book Vertex Paint menu command. This modifier lets you color vertices by painting directly on an object.

CROSS-REF 

For more detail on the Vertex Paint modifier, see Chapter 25, "Creating Baked Textures and Normal Maps."

After vertex colors are assigned, you need to apply the Vertex Color map to the diffuse color in the Material Editor and apply it to the object for the object to render the vertex colors. This map doesn't have any settings.

Miscellaneous maps

These maps are actually grouped into a category called Other, but they mostly deal with reflection and refraction effects. Maps in this category include Camera Map Per Pixel, Flat Mirror, Normal Bump, Raytrace, Reflect/Refract, and Thin Wall Refraction.

Camera Map Per Pixel map

The Camera Map Per Pixel map lets you project a map from the location of a camera. You use this map by rendering the scene, editing the rendered image in an image-editing program, and projecting the image back onto the scene.

The Camera Map Parameters rollout includes buttons that let you select the Camera, Texture, ZBuffer Mask, and Mask.

Flat Mirror map

The Flat Mirror map reflects the surroundings using a coplanar group of faces. In the Flat Mirror Parameters rollout, you can select a Blur amount to apply. You can specify whether to Render the First Frame Only or Every Nth Frame. You also have an option to Use the Environment Map or to apply to Faces with a given ID.

Note 

Flat Mirror maps are applied only to selected coplanar faces using the material ID.

The Distortion options include None, Use Bump Map, and Use Built-In Noise. If the Bump Map option is selected, you can define a Distortion Amount. If the Noise option is selected, you can choose Regular, Fractal, or Turbulence noise types with Phase, Size, and Levels values.

Tutorial: Creating a mirrored surface

Mirror, mirror on the wall, who's the best modeler of them all? Using the Flat Mirror map, you can create, believe it or not, mirrors. To create and configure a flat mirror map, follow these steps:

  1. Open the image from book Reflection in mirror.max file from the Chap 23 directory on the DVD.

    This file includes a mesh of a man standing in front of a mirror. The mirror subobject faces have been selected and applied a material ID of 1.

  2. Choose Rendering image from book Material Editor (or press the M key) to open the Material Editor.

  3. Select the second sample slot, name the material Mirror and open the Maps rollout. Click the mapping button for the Reflection map. In the Material/Map Browser that opens, double-click the Flat Mirror map to select it.

    Note 

    If the Flat Mirror map isn't available, select the Map radio button in the Show section.

  4. In the Flat Mirror Parameters rollout, deselect the Apply Blur and Use Environment Map options and select the Apply to Faces with ID option. Then set the ID value to 1.

  5. Drag the sample slot to the mirror object in the viewport to apply the material to the mirror.

Figure 23.30 shows a model being reflected off a simple patch object with a Flat Mirror map applied to it. The reflection is visible only in the final rendered image.

image from book
Figure 23.30: A Flat Mirror map causes the object to reflect its surroundings

Normal Bump map

The Normal Bump map lets you alter the appearance of the details on the surface using a Normal map. Normal maps can be created using the Render to Texture dialog box. The Parameters rollout for this map type lets you specify a normal map along with another additional bump map. You also can set the amount each map is displaced. Additional options let you flip and swap the red and green channel directions, which define the X and Y axes.

CROSS-REF 

The Render to Texture dialog box and Normal maps are covered in more detail in Chapter 25, "Creating Backed Textures and Normal Maps."

Raytrace map

The Raytrace map is an alternative to the raytrace material discussed in the previous chapter and, as a map, can be used in places where the raytrace material cannot.

CROSS-REF 

Check out Chapter 45, "Raytracing and mental ray," for more on the Raytrace map.

Reflect/Refract map

Reflect/Refract maps are yet another way to create reflections and refractions on objects. These maps work by producing a rendering from each axis of the object, like one for each face of a cube. These rendered images, called cubic maps, are then projected onto the object.

These rendered images can be created automatically or loaded from pre-rendered images using the Reflect/ Refract Parameters rollout. Using automatic cubic maps is easier, but they take considerably more time. If you select the Automatic option, you can select to render the First Frame Only or Every Nth Frame. If you select the From File option, then you are offered six buttons that can load cubic maps for each of the different directions.

In the Reflect/Refract Parameters rollout, you can also specify the Blur settings and the Atmospheric Ranges.

Thin Wall Refraction map

The Thin Wall Refraction map simulates the refraction caused by a piece of glass, such as a magnifying glass. The same result is possible with the Reflect/Refract map, but the Thin Wall Refraction map achieves this result in a fraction of the time.

The Thin Wall Refraction Parameters rollout includes options for setting the Blur, the frames to render, and Refraction values. The Thickness Offset determines the amount of offset and can range from 0 through 10. The Bump Map Effect value changes the refraction based on the presence of a bump map.

Tutorial: Creating a magnifying glass effect

Another common property of glass besides reflection is refraction. Refraction can enlarge items when the glass is thick, such as when you look at the other side of the room through a glass of water. Using the Thin Wall Refraction map, you can simulate the effects of a magnifying glass.

To create a magnifying glass effect, follow these steps:

  1. Open the image from book Magnifying glass.max file from the Chap 23 directory on the DVD.

    This file includes a simple sphere with a Perlin Marble map applied to it and a magnifying glass modeled from primitive objects.

  2. Choose Rendering image from book Material Editor (or press the M key) to open the Material Editor.

  3. Select the fourth sample slot, name the material Magnifying Glass and open the Maps rollout. Click the map button for the Refraction map. In the Material/Map Browser that opens, doubleclick the Thin Wall Refraction map.

  4. Drag the Magnifying Glass material to the magnifying glass object in the viewport to apply the material to the object.

Figure 23.31 shows the resulting rendered image. Notice that the texture in the magnifying glass appears magnified.

image from book
Figure 23.31: The Thin Wall Refraction map is applied to a magnifying glass




3ds Max 9 Bible
3ds Max 9 Bible
ISBN: 0470100893
EAN: 2147483647
Year: 2007
Pages: 383

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