The seats you mapped
in the previous lesson appear too uniform: They lack individual
signs of wear and tear. Now you will introduce another level of
randomness to the seat material by adding sub-maps that contain
blemishes and other discolorations.
To accomplish this, you
will composite two layers of sub-maps onto one another. One layer
will contain the four diffuse colors you specified in the previous
lesson, the other layer will contain sub-maps with a mixture of image
maps of dirt patterns.
Set up the lesson:
- Continue from the previous lesson, or open multi_maps_02.max.
Create the composite layers:
- If the Material Editor is not already
open, press M to open it.
- In the Slate Material Editor active View,
click (Zoom Extents) so you can
see both the material node and the Multi/Sub map node.
- Drag a Composite map (Maps Standard Composite) from the
Browser. In the active View, drop the map on the wire that connects
the Multi/Sub map and the seats material.
3ds Max displays a
cursor that indicates you are inserting the map into the wire. Release
the mouse when this cursor appears.
- After you release the mouse, 3ds Max displays
a pop-up menu. On the pop-up menu, click Layer 1.
This incorporates the
Multi/Sub map as the base layer of the composite.
- On the Slate Material Editor, press L to arrange the layout of the material
tree.
Add a Multi/Sub map to Layer 2:
- Double-click the Composite map node to
display its parameters.
- On the Composite Layers rollout, click (Add A New Layer).
- Drag a second Multi/Sub-Map (Maps mental ray Multi/Sub-Map) from
the Browser into the active View, then wire the new Multi/Sub map
to the Layer 2 component of the Composite map.
TipPressing L again can help you see all the
nodes. So can the other Slate Material Editor navigation tools.
After you’ve used a navigation tool such as Zoom or Pan, right-click
an empty area of the active View so you can select material and
map nodes once again.
- Double-click the new Multi/Sub map node
to display its parameters.
- On the Multi/Sub-Map Parameters rollout,
set Number Of Colors/Maps To Use to 6.
This time, rather than
change colors, you will add six bitmap images to the sub-map.
Add the first dirt bitmap to the Multi/Sub map:
- Drag a Bitmap from the Browser into the
active View.
3ds Max opens a file
dialog.
- On the Select Bitmap Image File dialog,
highlight dirt1.jpg and
turn off Sequence (otherwise, 3ds Max opens all the dirt files
as an animated sequence!). Click Open.
The thumbnail at the
bottom right of the dialog gives you an idea of what the dirt1.jpg image
looks like.
- Wire the new Bitmap node to the Color/Map
#1 component of the new Multi/Sub map.
- Double-click the new Bitmap node so you
can see its parameters.
- On the Coordinates rollout, make sure
Use Real-World Scale is turned off.
Add the other bitmaps to the Multi/Sub map:
- Repeat the previous procedure for the
remaining bitmaps, dirt2.jpg through dirt6.jpg. Wire the Bitmap node
for dirt2.jpg to
the Color/Map #2 component, dirt3.jpg to
the Color/Map #3 component, and so on.
Define how the two layers composite together:
- Double-click the Composite map node to
see its parameters.
The Operations drop-down
list for each layer is set to Normal, which means that the layer
with the highest number obscures all layers beneath it. You need
to add an operation that will blend the layers together.
- On the Layer 2 rollout, click to open
the Operations drop-down list, and choose Multiply.
Now the Composite map
combines the color and dirt map layers.
- Make sure the Camera-Seats viewport is
active, then press F9 to
render the scene (leave the rendered frame window open).
Notice how each group
of seats shows the same dirt map. The dirt1.jpg map
is applied to all objects in the scene with an ID of 1. The dirt2.jpg map
is applied to all objects in the scene with an ID of 2, and so on.
You now need to distribute a random mix of all six dirt maps for
all seats groups in the stadium.
Define the sub-map distribution method
and fine tune the composite image:
- Double-click the Multi/Sub map node that
contains the dirt bitmaps, so you can see its parameters. On the
Multi/Sub-Map Parameters rollout, open the Switch Color/Map Based
On drop-down list, and choose Random.
- Click Render to render the scene again
(still leaving the rendered frame window open).
Now, all six dirt maps
appear at random for all seats groups in the stadium. The dirt patterns,
however, stand out too clearly.
- Double-click the Composite map node to
see its parameters.
- On the Layer 2 rollout, change the Opacity
setting to 35.0.
The dirt layer is reduced
in visibility to 35 percent of its full opacity.
- Click Render to render the scene once
more.
The dirt maps appear
more faded, giving the seats a subtle variation that appear more
realistic.
Save your work:
- Save the scene as my_stadium_submaps_completed.max.
- If you wish, open the file multi-maps_completed.max and render
the Camera-Seats viewport to see a finished version of the stadium
scene.
Summary
In this tutorial, you
learned how to give similar objects individual character by adding
sub-maps to their base material.