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  Mastering 
 3D Studio MAX R3  | 
  
  
  
 
 
  
 
 
  
  
 Understanding Map Types
 Now that we have gone over material types, we will look at some of the 
 different map types. Open the Material/Map Browser and browse from New. 
 In the lower portion of the Browser you will see a list of five different 
 map types and an All option. These radio buttons allow you to cut down 
 the number of maps you have to choose from. All the maps are placed in 
 different channels of the material to achieve different effects. (To view 
 only maps, uncheck Materials in the Show area of the Material/Map Browser.) 
  
   
 2D Map Types
 2D Maps are simply two-dimensional pictures, colors, or patterns. These 
 maps can be created by you (image maps) or they can be proceduralthat 
 is, generated by MAX using a mathematical algorithm or some type of mathematical 
 standard or parameters. 2D maps are often placed in the Diffuse channel 
 of the material. To view only the 2D map types (described in Table 8.8), 
 select the 2D Maps button. 
 
  
 Table 8.8: 2D Map Types 
   
 | Type 
  | Use 
  |   
 | Bitmap 
  | A collection of colored pixels. Can be 
 a still image (e.g., TIFF, Targa, JPEG) or an animated file (such 
 as AVI or .mov). This is the most popular type of map, 
 used for placing scanned backgrounds in your materials. 
  |   
 | Bricks 
  | Creates a 2D pattern of bricks. Besides 
 the obvious, this map can be used for corrugated roofing and tire 
 treads. 
  |   
 | Checker 
  | Makes a checker pattern out of two different 
 colors 
  |   
 | Gradient 
  | Creates a gradual transition from one 
 color to two or three others, or you can place other maps in the channels 
 instead of using colors. The gradient can either be radial or linear. 
 Very useful for creating a background or a sunset. 
  |   
 | Body:Gradient Ramp 
  | A more complex map then the standard Gradient 
 map, with many more options to choose from 
  |   
 | Paint 
  | Allows you to create maps and interactively 
 see them change on your scene objects (works seamlessly with Discreets 
 paint*) 
  |   
 | Swirl 
  | Allows you to create a swirl pattern from 
 two different colors or maps 
 
  |   
 Before we jump right in and create a map to go with our material, we 
 have to think about what type of map we are going to use and where are 
 we going to apply to it. The first one is easy: we know that we are going 
 to use a 2D map type. But what kind of 2D map? Lets try a Gradient. 
 Now that we have that out of the way we must decide where we are going 
 to put this Gradient map.  
 Open up the Material Editor and select a sample sphere. For this and 
 all the following exercises we will be using a Standard material. We will 
 stay with the Blinn shader type, although feel free to experiment with 
 the other shaders if you want to. In the Material Editor, find the Maps 
 rollout and open that up. There are 14 different channels that make up 
 this Standard material using the Blinn shader. What you have to do when 
 creating your materials by adding maps is decide what channel the map 
 is going to be used in. 
 Each of those channelsDiffuse, Ambient, Opacity, Bump, Reflection, 
 all 14 of themwork on a specific aspect of the material. We are 
 going to deal with only a few of them. For the 2D maps we will work in 
 the Diffuse channel, the one youre most likely to use with 2D maps. 
  
 - 1.  Create a tube in the perspective viewport. 
 
- 2.  Launch the Material Editor and select a material. 
 
- 3.  Go to the Diffuse Color channel of the Maps rollout 
 and click the Map button (it originally reads None). This 
 brings up the Material/Map Browser. 
 
- 4.  Make sure you are browsing from New 
 and 2D, choose the Gradient map type, and click OK. Take note where 
 you are in the Material Editor. 
 
- 5.  Open the Material/Map Navigator and see how it 
 records that you are applying a Gradient map to the Diffuse Color. 
 
- 6.  Click the parent material in the Navigator. This 
 will bring you back to the base material. Now you will see that there 
 is a Gradient name in the Maps rollout. 
 
- 7.  Apply the material to the cylinder and render 
 the scene. 
 
        
 At this stage, look at the Basic Parameters rollout and notice that there 
 is an M in the box next to the Diffuse color swatch. That M represents 
 a map being used in that channel. The map right now is 100% of the Diffuse 
 value; it overrides the color swatch. If the Diffuse Color setting in 
 the Maps rollout is changed from 100% to 50% (as in Figure 8.22), then 
 the material uses half the map and half the color to define the materials 
 Diffuse channel.  
   
  
 FIGURE 
 8.22  Diffuse color using 50% of map 
 Our material might be kind of difficult to see, so lets change 
 the colors on the Gradient map. To do this we must make the changes in 
 the Gradient Map located in the Diffuse channel. Again using the Navigator, 
 click the Gradient Map. We are now in the Diffuse Color level, working 
 on the Gradient map, and the Material Editor reconfigures itself as you 
 see in Figure 8.23. Look for the Gradient Parameters rollout. There you 
 will find the three color swatches that define the gradient colors.  
  
 - 1.  Change the first color swatch to a red, the second 
 to a blue, and the third to a green. 
 
- 2.  Switch the Gradient Type from Linear to Radial. 
 
- 3.  Switch the sample slot from a sphere to a cylinder. 
 
- 4.  Then render your scene. 
 
     
 The gradient material should be much clearer in this rendering.  
 
  
 
  
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  | NOTE Remember, you can use 
 the Show Map in Viewport button to display one of the 2D maps of your 
 material in your viewport. 
  |   
   
  
 FIGURE 
 8.23  The Gradient Map in the Diffuse Color level 
 of our map 
 Your final image should look similar to the one in Figure 8.24.  
   
  
 FIGURE 
 8.24  The final 2D map applied to an object
 
  
  
 
 
 
  
 © 2000, Frol (selection, 
 edition, publication) 
 
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