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Mastering
3D Studio MAX R3 |
3D Map Types
3D maps (described in Table 8.9) are considered procedural maps. They
use certain algorithms to calculate different types of patterns. For example,
the Smoke map creates patterns of turbulence; the Dent map has a different
type of pattern. 3D maps work well in the Bump channel of materials, and
sometimes in the Diffuse channel. 3D maps go through to the core of an
object, in contrast to the 2D maps mentioned earlier that exist only on
the surface. If you cut away an object with a Boolean, for example, a
3D map will be seen to exist throughout the objects volume.
Table 8.9: 3D Map Types
Type
| Map Description
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Cellular
| Creates patterns that are useful for paving,
alien-like skin, concrete patterns, cracked sand in the desert, even
water
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Dent
| Creates bump features in the material;
will have different results depending on where it is placed in the
material.
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Falloff
| Generates values from black to white (used
mainly to define the Opacity channel of a material)
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Marble
| Creates a marble-like grain pattern
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Noise
| Creates a turbulence pattern that is based
on either two colors or two maps (often used in the Bump channel)
|
Particle Age
| Defines how long particles exist
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Particle MBlur
| Motion blur; blurs the leading and trailing
edges of particles (works in the Opacity channel)
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Perlin Marble
| Another type of marble pattern
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Planet
| Simulates different areas of a contour
map and oceans outlines (works well in the Diffuse channel of a material)
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Smoke
| Generates a pattern similar to smoke.
Can be used in the projector area of a light. Good for breaking up
very clean and stale areas of a model in the Shininess or Specular
parameters of a material.
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Speckle
| Generates patterns that can be used for
stucco or concrete, stone, granite (works well in both Diffuse and
Bump channels)
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Splat
| Generates a pattern that simulates paint
splatter (works well in both the Diffuse and Bump channels)
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Stucco
| Creates a stucco pattern (used mostly
in the Bump channel)
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Water
| Creates several different wave-like effects
(can be used in Bump, Diffuse, and sometime even Opacity)
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Wood
| Creates a wood-grain pattern
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Lets create a material using a 3D map:
- 1. Create a Box object and apply a Standard material
to it.
- 2. In the Bump channel of the materials Maps
rollout, apply a Cellular map.
- 3. Render the scene and look at the difference in
your object. Unlike 2D procedural maps, 3D procedural maps cannot be
seen in the viewports until rendered.
- 4. Change the Amount value from 30 to 75. Render
again and notice the difference. Your render should look something like
Figure 8.25.
FIGURE
8.25 A Cellular map applied to the materials
Bump channel
The reason this map is having such a dramatic effect on the Material
is because it is working in the Bump channel. When you place a map in
the Bump channel, it will make your object appear to have a bumpy or irregular
surface. When you render an object with a bump-mapped material, lighter
(whiter) areas of the map appear to be raised and darker (blacker) areas
appear to be low. Bump mapping uses the intensity of the map to affect
the surface of the material. Another way of putting this is, white areas
raise out and black areas recede. Use bump maps when you want
to take the smoothness off a surface, or to create an embossed look. Higher
values render as higher relief and vice versa.
Lets see what the material would look like if the map was in the
Diffuse Color channel. To move the map from one channel to another, just
drag it over the Map button (None) of the characteristic you
want change. Choose Swap when asked (this moves the map off the old parameter;
the alternative is to have the map apply to both parameters, which could
lead to strange results). Now render the scene. Compare the two images
in Figure 8.25 and 8.26. You should see a clear example of how the same
map type can have a completely different effect on a material depending
on which channel it is used in.
FIGURE
8.26 The same map used in the Diffuse Color
channel
Compositors
Compositors are more specialized types of maps. They allow you to layer
a series of colors or maps on top of each other, using a maps alpha
channel or the grayscale value of another image to determine the visibility
of a layer. These maps are used in several places in the material, including
the Diffuse, Bump, and Opacity settings.
© 2000, Frol (selection,
edition, publication)
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