One of the most useful 3ds Max features for architectural
models is its ability to fashion complex and subtle materials. The 3ds Max
Material Editor provides you with ultimate control over the materials you
create. This tutorial focuses on material techniques that lend
themselves to interior scenes. Outdoor scenes can use similar materials.
Skill Level: Beginner to Intermediate
Time to complete: 45 minutes
Features Covered in
This Tutorial
After completing this tutorial, you should be able to:
-
Use the Material Editor to create and assign materials.
-
Create a simple “one-color” material.
-
-
Create a multi/sub-object material for assigning multiple
materials to a single object.
-
Create a Blend material that includes a procedural map.
-
Create and apply an Architectural material.
-
Use the Asset Browser to find textures.
-
Use the UVW Map modifier.
All the files necessary for this tutorial are provided on the
program disc in the
\tutorials\designviz
directory. Before starting the tutorials, copy the
\tutorials folder from the disc to your local
program installation.
Materials of
One Color: Applying Standard Materials
Adding Complexity:
Applying Mapped Materials
Applying Multiple
Materials to One Object
Creating 3D Materials:
Another Approach to Wood
Using an Architectural
Material on the Wall
Material
Combinations: Using Blend to Create a Floor Material
Using the
UVW Map Modifier to Adjust the Floor Tiles
Materials of One
Color: Applying Standard Materials
In this lesson, you create simple, “one-color” materials and
apply them to objects in the scene. Specifically, you create the materials for a
pair of chairs and an end table.
Material Components:
Colors and Other Controls
In general, we think of simple standard materials (with no
maps) as being of “one color”. In fact, an 3ds Max material consists of a number
of component controls, and among these are a number of color components. The
default Blinn shader, for example, uses three color components: ambient,
diffuse, and specular. Ambient is the color of the material in shadow, and
specular is the color of highlights if the material is shiny. Diffuse, the color
of the material under diffuse light, is what we usually think of as “the” color
of a material. In the lessons of this tutorial, you work with the diffuse color
component exclusively.
Materials have other non-color components, such as highlight
and opacity controls. In these lessons, you adjust some highlights and map
amounts, but don’t otherwise work with numeric material components.
Set up the scene:
-
On the menu bar, choose File > Open.
Locate
chairs.max in the
\tutorials\designviz folder, and click Open.
If you see the File
Load: Units Mismatch dialog, choose the option Adopt The File's Unit Scale.
This will change your system unit, so be sure to reset your
system unit after completing this tutorial.
To reset your system unit, go to the
Customize menu and choose Units Setup > System Unit Setup > System Unit
Scale > Inches.
If the geometry is not visible in
the viewport, click the Zoom Extents All button twice to correct the display.
This scene contains only the chairs and the
end table. At present, they are simply a dull gray.
You will make the seats and the table top a glossy black
leather, and the wood a flat brown.
Create a black leather material:
-
On the toolbar, click Material Editor.
The Material Editor is displayed. This is a
large dialog for designing and applying materials. At the top of the dialog are
sample slots that display material previews.
Below and to the right of the sample slots
are various buttons and other controls. Below these tools are rollouts that are
specific to a particular material type.
-
Make sure the first sample slot is active. If
active, it has a heavy white border.
-
In the Material Editor, go to the Blinn Basic
Parameters rollout.
-
Click the gray color swatch labeled Diffuse.
A Color Selector appears.
-
In the Color Selector, change the diffuse
color to black. The easiest way to do this is to drag the Whiteness slider all
the way to the top. The RGB and HSV fields should both show 0,0,0.
-
In the Color Selector, click Close.
By default, the diffuse component is locked
to the ambient component, so both the Diffuse and Ambient color swatches now
appear black.
The material is very dark, as you can see in
its sample slot. To look like leather, it needs to be shiny, too. To do this,
you increase the intensity and size of the highlight.
-
In the Blinn Basic Parameters rollout >
Specular Highlights group, set the Specular Level to
79.
As the highlight graph shows, there is now a
large highlight. Increasing the value of Specular Level increases the height of
the highlight curve.
The effect is also apparent in the sample
slot.
-
In the Specular Highlights group, set the
Glossiness to
54.
The highlight graph shows that the highlight
curve has become much narrower.
Increasing the value of Glossiness narrows
the highlight curve. In general, small but intense highlights give the effect of
shiny materials, as you can see in the sample slot.
This is the effect intended for the leather
upholstery, so give this material a name.
-
In the material name field, below the sample
slots, highlight the default name of 1 − Default (the number can vary), and
enter
Black Leather.
Apply the black leather material to the upholstered parts
of the chairs:
-
In a viewport, click to select the
upholstered parts of the chairs and table.
In the wireframe viewports, these parts are
blue.
The name Leather Parts should appear in
the Name And Color rollout on the Create panel. If you go to the Modify panel,
it should also appear in the object name field at the top of the panel.
-
In the Material Editor, make sure the
Black Leather material’s sample slot is still active, and then click Assign
Material To Selection.
In viewports, the upholstered areas now
appear dark and the Black Leather sample slot has solid, white triangles at each
corner indicating that the material is applied to the selected object(s) in the
scene.
Create a simple wood material:
For this model, which is a small part of a
much larger scene, the wood can be a simple brown color. Future exercises will
show how to create more realistic wood textures.
-
In the Material Editor, click the second
sample slot to make it active.
-
In the Blinn Basic Parameters rollout, click
the Diffuse color swatch.
-
In the Color Selector, assign the hue,
saturation, value (HSV) fields these values, respectively:
25,
129,
146.
The red, green, blue (RGB) spinners update to
show 146, 116, 72.
-
Close the Color Selector.
The Diffuse and Ambient color swatches now
show a medium brown.
-
In the Specular Highlights group, set the
Specular Level to
15. Leave the Glossiness at the
default value of 10.
Broad, shallow highlights give a material a
matte appearance, as intended for the wood parts.
-
In the material name field, enter
Wood 1.
Apply the wood material to the wooden parts of the chairs,
and the table:
-
In a viewport, click to select the leg
of a chair or table.
In the wireframe viewports, this is the
orange part of the model.
If you go to the Modify panel, the name
Wood Parts should appear in the object name field at the top of the panel.
-
In the Material Editor, make sure the
Wood 1 material’s sample slot is still active, and then click Assign Material To
Selection.
In viewports, the wooden areas now appear
brown.
Render the scene to see more of the effect:
-
Right-click the Perspective viewport to make
sure it’s active.
-
On the main toolbar, click Quick
Render.
The materials appear in the rendering. They
are simple, but adequate as details of an architectural scene.
One problem with this rendering is that
certain faces don’t appear; specifically, the front of the end table and one
side of the chair on the right. One way to fix this would be to go into the
scene and flip the face normals of the nonrendering geometry, but there is a fix
available in the Material Editor itself.
-
For the Wood 1 material, go to the Shader
Basic Parameter rollout and turn on 2-Sided. Then click the Black Leather sample
slot to activate it, and turn on 2-Sided for the leather material as well.
Turning on 2-sided is one way to make sure
all of an object’s geometry renders in a scene. Be aware that this can increase
rendering time, especially in complex scenes.
-
Click Quick Render again.
This time, all of the furniture geometry
renders.
Save your work:
-
Save the scene as
chairs_with_materials.max.
Adding Complexity:
Applying Mapped Materials
Adding Complexity:
Applying Mapped Materials
You can create more complex materials quite easily, by
assigning a map to the diffuse color. A map applied to the diffuse color
component is often described as a
texture
map. For example, the bookshelves used in the library model have two
textures: wood grain for the shelves, and books for the shelves’ contents.
In this lesson, you create the mapped materials and apply them
to a bookshelf model.
Set up the scene:
-
On the menu bar, choose File > Open.
Locate
bookshelf.max in the
\tutorials\designviz folder, and click Open.
If you see the File
Load: Units Mismatch dialog, choose the option Adopt The File's Unit Scale.
This will change your system unit, so be sure to reset your
system unit after completing this tutorial.
To reset your system unit, go to the
Customize menu and choose Units Setup > System Unit Setup > System Unit
Scale > Inches.
If the geometry is not visible in
the viewport, click the Zoom Extents All button twice to correct the display.
This scene contains the bookshelf model, but
with no textures applied.
Setting Texture Coordinates Preferences:
-
From the Customize menu, choose Preferences.
-
In the General tab, under the Texture
Coordinates group, make sure the Use Real-World Texture Coordinates option is
turned off.
-
Click OK to exit the Preferences dialog.
Create the wood material:
-
On the toolbar, click Material Editor.
-
In the Material Editor, click the first
sample slot to make it active (if it isn’t already).
-
On the Blinn Basic Parameters rollout, click
the blank map button to the right of the Diffuse color swatch.
The Material/Map Browser dialog is displayed.
-
In the Material/Map Browser, locate Bitmap in
the list, and double-click it.
A Select Bitmap Image File dialog appears.
Most of the controls in this dialog are standard Windows file controls.
-
In the same directory as the
bookshelf.max file, choose the bitmap file named
wood02.jpg, and
then click Open.
In the Material Editor, the sample slot
updates to show that the diffuse color of the material is now an image of the
map file you chose. Also, the rollouts area of the dialog now shows controls for
the map, rather than the parent material.
-
Click the Go To Parent button to get back
to the top level of your new material.
-
In the material name field, enter
Wood 2.
By default, the material name is a generic
name,
01 – Default. Giving your materials
more descriptive names will help you manage them more efficiently in the future.
Apply the wood to the bookshelves:
-
On the toolbar, click Select By Name. In
the Select By Name dialog that appears, choose Shelves in the list, and then
click Select.
-
In the Material Editor, make sure the
Wood 2 sample slot is still active, and then click Assign Material To Selection.
The material is now applied to the shelves,
and would appear in a rendering. However, it doesn’t yet appear in shaded
viewports.
Incidentally, when you apply the material,
the sample slot shows solid, angled tabs at the corners. This is an indication
in the Material Editor that the material in the slot is a material used in the
scene.
-
In the Material Editor, click to turn on
Show Map In Viewport.
Now the shaded Perspective viewport shows
that the shelves have a wood grain.
Tip: If you turn on Show Map In Viewport, but
nothing changes in shaded viewports, this is probably because objects with the
material do not have mapping coordinates. In this case, you need to apply a UVW Map
modifier. This modifier is used in later lessons of this tutorial.
Create the book material:
-
In the Material Editor, click the second
sample slot to make it active.
-
On the Blinn Basic Parameters rollout, click
the blank map button to the right of the Diffuse color swatch.
-
In the Material/Map Browser, locate Bitmap in
the list, and double-click it. The Select Bitmap Image File is displayed. In the
same directory as the
bookshelf.max file, choose the bitmap file named
books1.jpg, and then click Open.
Although it is somewhat hard to see on the
sphere in the sample slot, the texture for this material is a scanned image of
books on a bookshelf.
-
Click the Go To Parent button to get back
to the top level of the material.
-
In the material name field, enter
Books.
Apply the book material to the shelves:
-
On the toolbar, click Select By Name. In
the Select By Name dialog that appears, choose Books in the list, and then click
Select.
-
In the Material Editor, make sure the
Books sample slot is still active, and then click Assign Material To Selection.
-
In the Material Editor, click to turn on
Show Map In Viewport.
Now the shaded Perspective viewport shows the
shelves with books on them.
With just two image files, you have given the model a
convincing amount of detail, especially if the model is meant, like the
bookshelf, to be a detail in a larger scene. Texture-mapped materials are a
convenient way to add textures and images to your scene. (You can also use a map
as a scene background image.)
Save your work:
- Save the scene as bookshelf_with_maps.max.
Next
Applying Multiple
Materials to One Object
Applying Multiple
Materials to One Object
The result of this lesson may appear to be similar to that in
Materials of
One Color: Applying Standard Materials. This lesson, however, shows how to
combine the leather and wood parts of the chairs into a single mesh, while
retaining the material assignments.
Multi/Sub-Object
Material
The trick to having multiple materials assigned to a single
object is to use a multi/sub-object material. A multi/sub-object material is
simply a container for other materials. As its name implies, it works at the
sub-object level, assigning different sub-materials to different sub-objects of
the model. (A variety of object types have sub-object levels, especially the
surface models: editable mesh, editable poly, editable patch, and NURBS.)
Assigning sub-materials is a two-part process:
-
Assign Face sub-objects a material ID value.
-
Match materials contained in the multi/sub-object material to
the ID values on the faces.
You can do these steps in either order.
Set up the scene:
You can use a prepared file, or the file you
worked on before. Do one of the following:
-
-
Choose File > Open. Locate
chairs_assigned.max in the
\tutorials\designviz folder, and click Open.
If you see the File
Load: Units Mismatch dialog, choose the option Adopt The File's Unit Scale.
This will change your system unit, so be sure to reset your
system unit after completing this tutorial.
To reset your system unit, go to the
Customize menu and choose Units Setup > System Unit Setup > System Unit
Scale > Inches.
If the geometry is not visible in
the viewport, click the Zoom Extents All button twice to correct the display.
-
Choose File > Open. Locate the file you
created (
chairs_with_materials.max), and
click Open.
The chairs have materials assigned, but
Leather Parts and Wood Parts are still two separate mesh objects.
Plan and assign material ID's:
When you work with sub-object materials, the
first thing to do is to plan how to map the material ID numbers. The values on
the geometry must match the values in the material, and vice versa. This is not
a task for the 3D software, but for a design document, even if it’s only a scrap
of paper.
For this model, the wood parts will retain
the default material ID of 1, and the leather parts will have a new material ID
of 2.
-
Select the Leather Parts mesh.
-
Go to the Modify panel. The modifier stack
display is the window below the object name and the drop-down Modifier List.
This is where you choose a sub-object level. Click the plus icon next to the
name Editable Mesh to see the mesh’s sub-object levels.
-
Faces are the smallest renderable portions of
a mesh. Click Face in the hierarchy.
-
Choose Edit > Select All.
This selects all the faces in the Leather
Parts object. By default, sub-object selections display in red.
-
On the Modify panel, go to the Surface
Properties rollout. (This is the last rollout on the Modify panel.) In the
Material group, increase the Set ID value from 1 to 2.
-
In the modifier stack display, click Editable
Mesh again to return to the top, object level.
Combine the two meshes:
-
In a viewport, select the Wood Parts
mesh.
The wood parts have material ID 1, so it
makes sense to make them the basis of the combined mesh.
-
Go to the Modify panel. On the Edit
Geometry rollout, click to turn on Attach. Then, in a viewport, click the
Leather Parts mesh to attach it.
An Attach Options dialog is displayed.
-
In the Attach Options dialog, choose Do Not
Modify Mat IDs Or Material, and then click OK.
This option leaves the material IDs on faces
unchanged.
Tip: After attaching the parts of your model,
be sure to turn off the Attach button. If you don't do this and want to make
other object selections, you will inadvertently attach objects you don't want
attached.
-
In the object name field at the top of the
Modify panel, type
Chair Group.
Create the multi/sub-object material:
-
On the toolbar, click Material Editor.
-
In the Material Editor, click the third,
unused sample slot to make it active.
-
To the right of the material name field is
the Material Type button. At present, its label says “Standard.” Click this
button.
The Material/Map Browser is displayed.
-
In the Material/Map Browser list,
double-click Multi/Sub-Object.
A Replace Material dialog is displayed.
-
Choose Discard Old Material, and then click
OK.
The Multi/Sub-Object Basic Parameters rollout
is displayed in the Material Editor.
-
By default, the multi/sub-object material
contains 10 sub-materials. The chair group model needs only two. On the rollout,
click Set Number. In the Set Number Of Materials dialog that is displayed,
reduce the Number Of Materials value to
2, and
then click OK.
-
Drag the sample slot that contains the Black
Leather material to the Multi/Sub-Object Basic Parameters rollout, and release
the mouse when you are over the button for the second sub-material. This button
is in the column labeled Sub-Material.
-
In the Instance (Copy) Material dialog that
is displayed, leave Instance chosen, and click OK.
The new sub-material corresponds to Material
ID 2.
-
Drag the sample slot that contains the Wood 1
material to the Multi/Sub-Object Basic Parameters rollout, and release the mouse
when you are over the button for the first sub-material. As before, accept
Instance and click OK.
This sub-material corresponds to Material ID
1.
Tip: You can change material ID assignments
in the Material Editor, by editing the values in the ID column of the
Multi/Sub-Object Basic Parameters rollout. You can also change them on the
geometry side by using the Material group of the Surface Properties rollout.
Assign the material to the mesh:
The multi/sub-object material is now
complete. The last step is to assign it to the model.
-
In a viewport, click to select the
Chair Group model.
-
In the Material Editor, click Assign
Material To Selection.
The appearance of the model is unchanged, but
it now consists of a single editable mesh, so you can use it with the Substitute
modifier.
Save your work:
-
Save the scene as
chair_group_single_mesh.max.
Creating 3D Materials:
Another Approach to Wood
Creating 3D Materials:
Another Approach to Wood
In an earlier lesson, you created a wood material using a
bitmap. In this lesson, you create a wood effect using the built-in Wood
material. This is an example of a 3D material. 3D materials, also known as
procedural materials, are generated by the
software. This lets you adjust their settings interactively.
Another advantage of 3D materials is the way they exist in
three dimensions. If you slice an object with 3D Wood applied, you see the
interior grain, as you would if you sawed into a real piece of wood.
Set up the scene:
-
On the menu bar, choose File > Open.
Locate
kitchen.max in the
\tutorials\designviz folder, and click Open.
If you see the File
Load: Units Mismatch dialog, choose the option Adopt The File's Unit Scale.
This will change your system unit, so be sure to reset your
system unit after completing this tutorial.
If you do not adopt the file's unit scale,
the material you create will be out of proportion and some of the settings you
make will show poor results.
This scene is a model of a kitchen. At present, it has a
clean, industrial look.
You will add textures to make some surfaces wood, giving the
kitchen a warmer look. (In the exercises that follow, you will also create a
brick material for the wall and add a tile material to the floor.)
Creating a wood material:
-
On the toolbar, click Material Editor.
Tip: You can also press the
M keyboard shortcut to open the Material Editor.
-
In the Material Editor, click an unused
sample slot to make it active.
Reminder: Unused sample slots have no angle
brackets in their corners. Used sample slots have angled corners.
-
In the material name field, enter
Wood 3.
-
On the Shader Basic Parameters rollout,
change the shader type from Blinn to Anisotropic.
-
On the Anisotropic Basic Parameters rollout,
click the blank map button to the right of the Diffuse color swatch.
The Material/Map Browser dialog is displayed.
Note: Anisotropic is a variant of the default
Blinn shader.
-
In the Material/Map Browser, scroll to the
bottom of the list, then double-click the Wood entry.
A wood-grain material appears in the sample
slot.
Adjusting the colors and settings:
The default colors for this material are
darker than you would probably want to use in a kitchen design. You will change
them to lighter shades of the same hue.
-
In the Wood Parameters rollout, click the
Color #1 swatch.
-
In the Color Selector, assign the hue,
saturation, value (HSV) fields these values, respectively:
34,
119,
214. (Hue does not change.)
The red, green, blue (RGB) spinners update to
show 214, 194, 114.
-
In the Wood Parameters rollout, click the
Color #2 swatch.
-
In the Color Selector, assign the hue,
saturation, value (HSV) fields these values, respectively:
25,
121,
169. (Hue does not change.)
The red, green, blue (RGB) spinners update to
show 169, 136, 89.
-
Close the Color Selector.
-
In the Wood Parameters rollout, change Radial
Noise to
2.0, and Axial Noise to
1.2.
This gives the grain a “noisier” or “busier”
appearance.
Applying the material to the scene:
-
On the toolbar, open the Named Selection Sets
drop-down list, and choose
Wood Surfaces.
This selection set consists of the portions
of the kitchen that will have wood.
Tip: The Named Selection Sets list is between
the Named Selection Sets button and the Mirror Selected Objects button.
-
In the Material Editor, click Assign
Material To Selection, and then click to turn on Show Map In Viewport.
The wood grain appears on objects in the
scene.
Rendering to view the wood effect:
Viewport display of 3D materials is usually
only a rough approximation. To see the full effect, you need to render the
scene.
-
On the main toolbar, click Quick
Render.
In the rendering, you can see that the wood
grain is much too large. This wood has come from a very big tree! To make the
material more realistic, you can adjust the material.
Adjusting the size of the wood grain:
-
Minimize the rendered frame window.
-
In the Material Editor > Wood Parameters
rollout, change the Grain Thickness to
0.7.
With the grain a tenth of its former size,
the preview in the viewport looks very busy.
As a rule of thumb for scenes of this scale,
if the grain is too “busy” and indistinct in viewports, it is probably about the
right size for the renderer.
-
Click Quick Render.
The rendered scene looks much more
convincing. However, the grain appears to be end-on, which isn’t right.
Adjusting the direction of the wood grain:
-
Minimize the rendered frame window.
-
In the Material Editor > Coordinates
rollout, change the X Angle and Y Angle to
90
(degrees).
The Angle values for X, Y, and Z are the
third column of spinners.
-
Click Quick Render.
Changing the grain angle doesn’t have much
effect on the viewport preview, but it greatly improves the rendered scene.
Saving your work:
-
Save the scene as
mykitchen_wood.max.
Next, you'll learn about the Architectural
material.
Using an Architectural
Material on the Wall
Using an Architectural
Material on the Wall
The Architectural Material in 3ds Max provides heightened
realism when used with photometric lights and radiosity, because its settings
are based on physical properties.
The Architectural material lets you choose from a series of
templates of preset parameters for the material. These templates approximate the
general characteristics of the kind of materials you're creating, such as
masonry, glass, or painted surfaces, for example.
Note: The Architectural material is not meant to be used with
standard 3ds Max lights or with the Light Tracer.
In this lesson, you'll explore the Architectural material and
its application to a scene. You'll be using the material to create a texture for
the wall of the kitchen.
Set up the scene:
-
Continue from the previous lesson, or choose
File menu > Open and browse to the
\tutorials\designviz folder. Open
kitchen_with_wood.max.
Note: If you see the File
Load: Units Mismatch dialog, choose the option Adopt The File's Unit Scale.
This will change your system unit, so be sure to reset your
system unit after completing this tutorial.
-
If the geometry is not visible in
the viewport, click the Zoom Extents All button twice to correct the display.
The next material you'll create for this kitchen is a brick
material for the wall.
Setting Texture Coordinates Preferences:
-
From the Customize menu, choose Preferences.
-
In the General tab, under the Texture
Coordinates group, make sure the Use Real-World Texture Coordinates option is
turned off.
-
Click OK to exit the Preferences dialog.
Creating a brick material for the wall:
-
On the toolbar, click the Material Editor
button.
-
In the Material Editor, click an unused
sample slot to make it active.
-
Click the Standard button to open the
Material/Map Browser and choose Architectural. Click OK.
-
In the Templates rollout, open the Templates
list and choose some of the different material presets and watch the Physical
Qualities rollout. You'll see how the material presets fill in the physical
characteristics for Shininess, Luminance, and so forth.
-
Choose
Masonry
before you continue.
-
In the Physical Qualities rollout, click the
Diffuse Map button.
-
Choose
Tiles from the list of map types and click OK.
-
From the Standard Controls rollout, open the
Preset Type list and choose
Running Bond.
-
Open the Advanced Controls rollout and click
the Texture map button in the Tiles Setup group.
The Material/Map Browser reopens.
-
Choose Noise and click OK.
The Material Editor shows you the Noise
Parameters.
-
In the Noise Parameters rollout, set the
Noise Type to Fractal and the Size to
10.
-
Click the Color #1 swatch and set a deep red
color in the Color Selector. Some good settings are Red:
112, Green:
5, and Blue:
0.
-
Click the Color #2 swatch and set a lighter
red color in the Color Selector:
180, Green:
106, and Blue:
106. Close the Color Selector dialog.
-
Click the Go To Parent button.
-
In the Tiles Setup group of the Advanced
Controls rollout, set the Horiz. Count to
6.0,
Vert. Count to
14.0, and Color Variance to
0.63.
-
In the Grout Setup group, click the Texture
swatch to re-open the Color Selector.
-
Set the Value setting to
90, then close the dialog.
Tip: If you know a color needs to be black,
white or any shade of gray in between, the Red, Green and Blue values must be
the same. Adjusting the Value setting automatically assigns the same value to
Red, Green and Blue.
-
Set the Rough value to
5.0 to give the mortar joints a little irregularity.
-
Click the Go To Parent button.
This puts you at the top level of your
material.
To make the material more realistic, you're
now going to add a bump map.
Adding realism with a bump map:
-
Open the Special Effects rollout and make
sure the size of the Materials Editor dialog lets you see both the Physical
Qualities and Special Effects rollouts.
-
In the Physical Qualities rollout, click the
Diffuse Map button and drag it down onto the Bump map button.
The Instance (Copy) Map dialog is displayed.
-
Choose Copy and click OK.
You're using Copy for this example because
you want to make unique settings for the bump map. If you chose Instance, any
change you make to the bump map would propagate to the diffuse map.
-
Click the Bump map button to begin working on
the bump map for the bricks.
-
Click the Noise map on the Tiles Setup group
in the Advanced Controls rollout.
-
In the Noise Parameters rollout, leave the
Noise Type set to Fractal and set the Size to
15.0.
-
Click the Color #1 swatch to open the Color
Selector, and drag the Whiteness slider all that way to the bottom to give you a
solid white.
-
Click the Color #2 swatch and set the Red
value to
126 and Green and Blue values to
0. Close the Color Selector.
Tip: To quickly set spinner values to zero,
right-click the spinner arrows.
-
Click the Go To Parent button.
-
Click the Texture map button in the Grout
Setup group.
The Material/Map Browser is displayed.
-
Click the
Tiles map and click OK.
-
In the Standard Controls rollout, set the
Preset Type to
Running Bond.
You want to duplicate most of the Tiles map
settings you used for the Diffuse map. These settings will ensure that the grout
lines for the Bump map align properly with the Diffuse map.
-
In the Advanced Controls rollout, in the
Tiles Setup group, set the Horiz. Count to
6.0
and Vert. Count to
14.0.
-
Click the Texture swatch for the Tiles Setup
and set it to black.
Dark colors are embossed when used with a
Bump map.
-
In the Grout Setup group, click the Texture
swatch and set it to white.
Lighter colors, on a Bump map, are recessed.
These will form the depressions along the mortar joints.
-
Close the Color Selector and enter a Rough
value of
5.0 for the Grout Setup.
-
Click the Go To Parent button twice to get
back to the top level of your material.
-
In the Special Effects rollout, set the Bump
amount to
50.0, and then rename the material
MyRedBricks.
Now your material is done and ready to apply
to the wall.
Assigning texture coordinates:
-
Activate the Camera01 viewport and select the
wall object named
VC Wall.
Before you can apply the brick material to
the wall, the wall needs texture coordinates.
Without texture coordinates, the texture map
will not show up and you will receive a Missing Map Coordinates message when you
render the scene.
-
Open the Modify panel and click the down
arrow of the Modifier List.
-
Scroll down the list and choose MapScaler
from the Object Space Modifiers grouping.
Applying the bricks to the wall:
-
In the Material Editor, click your brick
material and drag it onto the wall.
-
In the Material Editor, click the Show Map
In Viewport button.
The scale of the texture is way too small.
The default scale of the MapScaler modifier is 1”.
-
In the Parameters rollout, set the Scale to
2'6”.
The bricks are more proportional now.
Note: If the bricks appear crooked,
right-click the Camera01 viewport label and turn on Texture Correction if
3ds Max is configured to use the Software display driver. Next you deal with the
brick size.
-
Save the scene as
mykitchen_brick.max.
-
Click Quick Render.
Material
Combinations: Using Blend to Create a Floor Material
Material
Combinations: Using Blend to Create a Floor Material
The Material Editor provides a number of ways to combine
materials. Bitmaps and procedural (3D) materials will probably serve your needs
for most models, but this lesson is an example of the versatility of the
Material Editor.
In this lesson, you create a complex Blend material for the
tile floor in the kitchen.
Set up the scene:
-
Continue from the previous lesson, or open
the file,
kitchen_with_brick.max located in the
\tutorials\designviz folder.
Note: If you see the File
Load: Units Mismatch dialog, choose the option Adopt The File's Unit Scale.
This will change your system unit, so be sure to reset your
system unit after completing this tutorial.
Setting Texture Coordinates Preferences:
-
From the Customize menu, choose Preferences.
-
In the General tab, under the Texture
Coordinates group, make sure the Use Real-World Texture Coordinates option is
turned off.
-
Click OK to exit the Preferences dialog.
Create the floor material:
-
In the Material Editor, select an unused
sample slot.
-
In the material name field, enter
Floor Tile.
-
Click the Material Type button to the right
of the material name field. (Initially, its label says “Standard.”)
-
In the Material/Map Browser, double-click
Blend in the list.
A Replace Material dialog is displayed.
-
Choose Discard Old Material, and then click
OK.
Like the Multi/Sub-Object material, a Blend
material is a container for other materials. The Multi/Sub-Object material
apportions sub-materials among different sub-objects. The Blend material, on the
other hand, blends the colors and other attributes of its sub-materials. You can
also control the amount and the method of blending.
Configure the sub-materials:
-
On the Material Editor toolbar, open the
Material/Map Navigator.
The Material/Map Navigator is a dialog that
shows the components of the material in the active sample slot. For complex
materials such as Blend, it can help you to visualize and navigate the material
hierarchy.
Note:
The Navigator is one way to move about the
hierarchy of a complex material. Another is to use the Go To Parent and Go
Forward To Sibling buttons on the Material Editor toolbar.
-
In the Material/Map Navigator, click Material
1.
-
In the material name field of the Material
Editor, rename this material
Grout.
-
In the Material/Map Navigator, click Material
2.
-
In the material name field of the Material
Editor, rename this material
Tile Surface.
Sub-material names are automatically updated
in the Material/Map Navigator.
Set the texture and color of the grout:
-
In the Material/Map Navigator, choose the
Grout material.
-
In the Material Editor > Blinn Basic
Parameters rollout, click the blank map button to the right of the Diffuse color
swatch.
-
In the Material/Map Browser, double-click
Noise in list.
This applies a Noise map as a texture for the
Grout material.
-
In Noise Parameters rollout, change the Size
to
3, and choose Turbulence as the Noise Type.
This gives the Grout
material a grainy texture, as you can see in the sample slot if you turn off
Show End Result in the Material Editor toolbar.
-
When the Show End Result button is on,
the final result of the top-level material is shown on the sample sphere.
-
When Show End Result is
off, you are shown only the material level you are working on. That way it is
easier to view your adjustments to a specific map.
-
In the Noise Parameters rollout, click the
Color #1 color swatch (black by default).
-
In the Color Selector, change Color#1 to
R=
232, G=
219,
B=
197.
-
In the Noise Parameters rollout, click the
Color #2 color swatch (white by default).
-
In the Color Selector, change Color#2 to
R=
196, G=
170,
B=
159.
-
Close the Color Selector.
Add a bump pattern to the grout:
-
In the Material/Map Navigator, choose the
Grout material.
Previously, the Noise map was active.
Note:
You can also click the Go to Parent button
to move up one level to the Grout material.
-
Go to the Utilities panel. Click Asset
Browser. Answer OK to the warning dialog, and then resize the Asset Browser
window so you can see both the Browser controls and the Material Editor.
-
In the Asset Browser, navigate to the
\tutorials\designviz folder.
-
In the Material Editor, open the Maps rollout
for the Grout material.
-
Drag the file
glasblkb.gif (the image
looks like a tile pattern) from the Asset Browser to the blank (“None”) Bump map
button in the Material Editor. Release the mouse.
Just as you can search for geometry models,
you can use the Asset Browser to find bitmap files and use them in the scene.
The Asset Browser also gives you the freedom to search for models and bitmaps
anywhere on your local hard drives or across the Internet.
-
Minimize the Asset Browser.
-
In the Material Editor > Maps rollout,
change the Bump map’s Amount to
50.
The Grout material now has a grid-like
bumpiness.
Set the texture and color of the tile surfaces:
-
In the Material/Map Navigator, choose the
Tile Surface material.
-
On the Material Editor toolbar, click
to turn off Show End Result.
-
In the Material Editor > Blinn Basic
Parameters rollout, click the blank map button to the right of the Diffuse color
swatch.
-
In the Material/Map Browser, double-click
Noise in list.
This applies a Noise map as a texture for the
Tile Surface material.
-
In the Noise Parameters rollout, change the
Size to
10.
-
In the Noise Parameters rollout, click the
Color #1 color swatch. (Black by default.)
-
In the Color Selector, change Color#1 to
R=
220, G=
197,
B=
181.
-
In the Noise Parameters rollout, click the
Color #2 color swatch. (White by default.)
-
In the Color Selector, change Color#2 to
R=
162, G=
132,
B=
111.
-
Close the Color Selector.
The tile surface is also “noisy” or rough,
and somewhat darker than the grout.
Change the shininess and bumpiness of the tile
surfaces:
-
In the Material/Map Navigator, choose the
Tile Surface material.
Previously, the Noise map was active.
-
In the Blinn Basic Parameters, go to the
Specular Highlights group. Change the Specular Level to
15. Leave Glossiness set to 10.
-
In the Maps rollout, click the Bump map
button.
-
In the Material/Map Browser, double-click
Noise in the list.
-
In the Noise Parameters rollout, change the
Size to
1.
-
Click Go To Parent.
This takes you to the parent Tile Surface
material. The highlight in the Navigator indicates the change.
-
In the Maps rollout, change the Amount for
the bump map to
15.
Combine the two materials by using a mask:
The Blend material now has two sub-materials,
Grout and Tile Surface. You will use a bitmap file as a mask to combine them.
-
In the Material/Map Navigator, choose Floor
Tile (Blend).
This is the top level of the material. The
Blend Basic Parameters rollout shows the two component sub-materials.
-
Restore the Asset Browser.
-
Drag the file
glasblkb.gif from the
Asset Browser to the Mask button on the Blend Basic Parameters rollout.
-
Minimize the Asset Browser.
Rename the mask:
-
On the Blend Basic Parameters rollout, click
the Mask button.
-
In the material name field, rename the mask
map
Grout Lines.
Adjust the blending:
-
In the Material/Map Navigator, select the
Floor Tile (Blend) material.
-
In the Blend Basic Parameters rollout >
Mixing Curve group, turn on Use Curve.
-
Change the Transition Zone Upper amount to
1.0 and the Lower amount to
0.0.
This gives a crisp appearance to the grooves.
Apply the material to the floor:
-
In the viewport, select the Floor
object.
-
In the Material Editor, click Assign
Material To Selection.
Assign coordinates to the floor:
-
With the Floor still selected, go to the
Modify panel.
-
Open the drop-down Modifier List and choose
UVW Map.
This guarantees that the floor has mapping
coordinates the Floor Tile material can use, and gives you a means to adjust
them. You will need to, as the following steps demonstrate.
Render the scene:
-
On the toolbar, click Quick Render.
The floor has a tiled appearance, but the
tiles are far too large.
You will correct the tile size in the
following lesson.
Save your work:
-
On the menu bar, choose File > Save As.
Name your design
mykitchen_with_tile_floor.max.
You can use this file in the following
lesson.
Using the
UVW Map Modifier to Adjust the Floor Tiles
Using the UVW
Map Modifier to Adjust the Floor Tiles
In the previous lesson, you tiled the floor, but found that
with default mapping, the tiles appeared too large. The tiles should be 10” x
10”, with roughly 1/4” grout lines between each tile. You can use the UVW Map
modifier to set these values.
Set up the scene:
-
Continue from the previous lesson, or open
the file,
kitchen_with_tile_floor.max found in the
\tutorial\designviz folder.
Note: If you see the File
Load: Units Mismatch dialog, choose the option Adopt The File's Unit Scale.
This will change your system unit, so be sure to reset your
system unit after completing this tutorial.
-
Close the Material Editor and the Asset
Browser.
Setting Texture Coordinates Preferences:
-
From the Customize menu, choose Preferences.
-
In the General tab, under the Texture
Coordinates group, make sure the Use Real-World Texture Coordinates option is
turned off.
-
Click OK to exit the Preferences dialog.
Adjust the floor tile size:
-
Select the Floor object.
-
Go to the Modify panel.
-
With UVW Mapping selected in the modifier
stack display, go to the Parameters rollout and change the Length and Width
values to
3’5”. (The Floor Tile material has four
tiles in each dimension, with grout lines around them.)
-
Click Quick Render.
The tile dimensions are now correct.
Save your work:
-
On the menu bar, choose File menu > Save
As and name the finished model
mykitchen_final.max.
This completes the material design tutorial. Features it has
covered include:
-
Using the Material Editor to create and assign materials.
-
Creating a simple “one-color” material.
-
Using a map in a material.
-
Creating a multi/sub-object material for assigning multiple
materials to a single object.
-
Using the Architectural material to use the material presets.
-
Creating a Blend material that includes a procedural map.
-
Using the Asset Browser to find textures.
-
Using the UVW Map modifier.
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