Maps Rollout (Standard and Raytrace Materials)
 
 
 
Command entry: Material Editor Standard material or Raytrace material Maps rollout

A material's Maps rollout lets you access and assign maps to various components of the material. It also lets you set an Amount value (relative strength) for each map.

You can choose from a large variety of map types. To find descriptions of these types, and how to set their parameters, see Map Types.

Assigning the Same Map to Different Parameters

Applying the same map to different parameters is useful in some cases. For example, using a pattern to map both self-illumination and opacity can make the pattern appear to glow and hover in space. One easy way to to this on the Maps rollout is to drag a map from one component to another, and then set the Method to Instance on the dialog that opens.

Blending Map Amounts for Opacity and Other Material Components

When you assign a map to a scalar component (such as Specular Level, Glossiness, Self-Illumination, and Opacity), the component's value in the Basic Parameters rollout is blended with its associated map Amount in the Maps rollout.

For example, when Opacity is set to 0, the map Amount setting controls Opacity completely. That is, reducing the Amount value increases the transparency of the entire surface. On the other hand, when Opacity is 100, reducing the map's Amount value increases the opacity of the entire surface. You can adjust a Checker Opacity map so that the opaque areas remain opaque, while the transparent areas become semi-transparent.

Other scalar components behave the same. Setting the map's Amount to 100 applies all of the map. Setting the Amount to 0 effectively turns the map off. Intermediate Amount values are blended with the value of the scalar component.

Procedures

To assign a map, do one of the following:

To use the same map for different parameters, do one of the following:

To view the parent material's parameters:

To view a map's parameters, do one of the following:

To use the Compact Material Editor to view a map's location:

To go to a map using the Navigator:

To preview a map in a sample slot:

  1. Go to the level of the map, as described in previous procedures.

    The Material Editor displays the map's parameters.

  2. Turn off Show End Result.

    In the Slate Material Editor, this button is located on the Preview Window for the map node. In the Compact Material Editor, it is located on the toolbar.

    The preview window or sample slot shows the map instead of the material. If the map contains sub-maps, these are also visible.

    By default, the preview window or sample slot displays a map with no three-dimensional shading. You can change this in the Material Editor Options dialog.

To view the map interactively:

  1. Select an object.
  2. In the object's creation parameters, make sure that Generate Mapping Coords is on.

    If the object type does not have a Generate Mapping Coordinates toggle, you can assign mapping coordinates by applying a UVW Map modifier.

  3. In the Material Editor, assign the mapped material to the object.
  4. If you are at the material level (the top level), click the appropriate map button to go to the map level.
  5. Turn on (Show Map In Viewport).

    The map appears on objects assigned the material in all shaded viewports. Now when you adjust the map, the viewports update to display the adjustments.

    Turning on Show Map In Viewport for one map automatically turns this button off for all other maps the material has.

    Viewports can display 2D maps such as Checker and Bitmap.

    Viewports can also display most kinds of 3D maps. The exceptions are Particle Age and Particle MBlur. Also, the appearance of the Falloff map in viewports give only a vague indication of how it will appear when rendered.

    Show Map In Viewport is unavailable if the active map type cannot display in viewports.

    Displaying mapped materials in a viewport can slow performance. If you don't need to view the texture, turn off its viewport display.

To turn off interactive texture display:

  1. Go to the map level.

    If you are at the material level, click the appropriate map button to go to the map level.

  2. Turn off (Show Map in Viewport).

    The object is shaded but the map no longer appears.

To turn a map off:

To turn a map on:

To change a map's strength:

To use the Compact Material Editor to move directly to an ancestor:

NoteIn the Slate Material Editor, you can view the material hierarchy in the active View panel.
  1. Below the Compact Material Editor toolbar, click the arrow to the right of the map's name field.

    3ds Max displays a drop-down list of ancestors.

  2. Click a name in the ancestor list.

    With this list, you can skip intermediate levels in the tree.

    The ancestor drop-down list shows only part of the tree. It does not show side branches and siblings. To view these, use the Material/Map Navigator or the Go Forward To Sibling and Go To Parent buttons on the Compact Material Editor toolbar.

To use the Compact Material Editor to change a map type:

  1. At the level of a map, click the button labeled Type below the Material Editor toolbar.3ds Max opens

    a modal Material/Map Browser. If you were at a map, it lists only maps (if you were at a material when you clicked Type, the Browser lists only materials).

  2. Choose a map type from the list, and then click OK.

    If you change a map type and the new map type can have component maps, a Replace Map dialog is displayed. This dialog gives you a choice between discarding the original map or using it as a component map.

    If the new map type does not have components, it simply replaces the original map type.

To work with a standalone map or map tree, do one of the following:

Interface

This rollout lets you assign a map or shader to many of the Standard material parameters. You can also assign maps and shaders on the rollout where the parameter first appears: The principal value of this rollout is that it also lets you toggle a parameter's shader, using the check box, without removing the map.

The Amount spinner determines the amount that the map affects the material expressed as a percentage of full intensity. For example, a diffuse map at 100% is completely opaque and covers the base material. At 50%, it is semi-transparent and the base material (the diffuse, ambient, and other colors of the material without maps) shows through.

NoteThe Maps rollout can have unused, disabled control rows. This is because the number of components that can be mapped varies depending on the current shader. The last four enabled rows are always Bump, Reflection, Refraction, and Displacement, in that order.