We've covered lots of ground in this chapter because Max has lots of different maps. Learning to use these maps will make a big difference in the realism of your materials.
In this chapter, you learned about the following:
All the different map types in several different categories, including 2D, 3D, Compositors, Color Mods, and Reflection/Refraction
The various mapping possibilities provided in the Maps rollout
Using the Bitmap Path Editor to change map paths
Using the Duplicate Map Instances utility
In the next chapter, you gain some experience with mapping coordinates using the Unwrap UVs interface. We also look at the Pelt modifier, which helps with this crucial task.