Thursday, December 26, 2019

Mapping Textures 3ds max Designing 3D procedural maps

Mapping Textures 3ds max Designing 3D procedural maps


Mapping Textures 3ds max Designing 3D procedural maps But 3D procedural maps don't need UVs and that's helpful in many situations. Here we'll use a 3D map to create a noise pattern on the floor. There's also a noise in the OSL maps, that is three dimensional in space but doesn't have three separate outputs. It's just a standard OSL noise. Let's drag that over into the view and connect it's output the base color of the physical material. And we don't actually need this noise 3D map so we can just select that and press delete to remove it. And this new noise map has some parameters we can play with but in order to see the results on an objects, we of course want to assign a material to the object. I'll go over to the physical material and double click it to load its parameters. And it currently has a roughness of zero which would give us a perfect mirror reflection. Since this is going to be the floor, I don't want that so I'll set the roughness to a value of 0.5. And we can see that update in our sample that we have set to follow the current selection. And then we want to assign it to the floor. Just click and drag on its output and drag over to the floor object in the viewport and release the mouse. And that actually got assigned but we didn't see any change here. And that's because 3DS Max does not display maps on object by default. 

We need to enable that. If we want all the maps for a certain material to be displayed in the viewport, then we can select that material node or root level of the shader tree. And then in the slate material toolbar, there's a mysterious button up here. It's just a square with a little green circle in it and the tool tip says, "show shaded material in viewport". And if this were a simple bitmap or maybe a 3DS Max legacy map then we could just enable that and we'd see our map displayed in the viewport. But for an OSL map, we need to enable a hidden option and that's to show realistic materials in the viewport. Hold down that button and you get a fly out. At the bottom is a black icon. Activate that and now we have displayed realistic materials and if we look at the name of that shader node, we can see that it's got a red strike through it and that indicates that we're displaying that material either in realistic or shaded mode in viewport. Now of course, we can make adjustments to the procedural noise and we can see that update in the viewport. So double click on that noise and we've loaded its parameters. Up at the top of those parameters is the scale and that of course is the size where we can also conceptualize that as the wavelength. I'll increase that to a value of 50, making that pattern twice as large. Then below that we have the type and that is the fractal algorithm. We have have numerous ones from which to choose and the default is uperlin which means an unsigned perlin noise. That gives us output values from zero to one which is what 3DS Max wants to see. But there are some other options in here such as cell, C E L L. And that's a kind of fun one because it give us this quasi-regular grid pattern. There's also the simplex noise which is going to calculate faster than uperlin and also gives us a different look. I'm going to switch this back to uperlin and then let's move on. Below that we have the octaves. Octaves is the number of noise patterns that are superimposed.