First, you use the Render
To Texture feature to create the normal bump map.
Set up the lesson:
- On the Quick Access toolbar, click (Open File) and from the \materials_and_mapping\normal_bump_map folder,
open pavers.max.
NoteIf a dialog asks
whether you want to use the scene’s Gamma And LUT settings, accept
the scene Gamma settings, and click OK. If a dialog asks whether
to use the scene’s units, accept the scene units, and click OK.
The scene consists of
a source object, a tile of spheres sculpted to resemble rocks set
in mortar. Directly above is the target object, a simple two-dimensional
plane.
Unwrap the plane object:
- In any viewport, select the target plane object, Proj-Plane, and
go to the Modify panel.
- From the Modifier List drop-down, choose
Unwrap UVW.
This modifier sets out
the mapping coordinates of the plane object, so that the textures
of the source object can accurately be projected onto it.
On the Parameters rollout Channel group, notice
that the mapping coordinates are automatically stored on Map Channel
1.
Set up the projection:
Here, you will use the
Render To Texture tool to define various projection setup parameters.
- With the plane object still selected,
from the main menu, choose Rendering Render To Texture.
TipThe default keyboard
shortcut for the Render To Texture dialog is 0.
- In the Render To Texture dialog General Settings rollout Output group, define
the output path where you want to save the diffuse, normal bump,
and height map textures you are about to create.
By default, the output
is saved to the \3dsmax\sceneassets\images folder
of your 3ds Max project, but you might want to specify a different
storage location.
- In the Objects To Bake rollout Projection Mapping group,
turn on Enabled. Since the plane object you will bake the texture
to consists of only a single flat surface, turn off Sub-Object Levels.
If you wanted to bake
textures of objects onto multiple surfaces (for example, onto each
face of a box), you would keep Sub-Object Levels turned on.
- Click the Pick button to display the
Add Targets dialog.
Here, you choose which
objects you want to bake onto the plane object.
- Click the first item in the list, then Shift+click the last item in the
list to choose all the rocks and the mortar. Click Add.
The drop-down list in
the Projection Mapping group changes from (No Projection Modifier)
to Projection, indicating that a new Projection modifier, containing
the items you just selected for projection, has been placed on the
stack for the plane object.
- Click the Options button to display the
Projection Options dialog.
The height map defines
the stone and mortar topography of the source object. To generate
the map, you must determine both the farthest and closest points
between the source and plane object.
- Activate the Top viewport, and zoom in slightly until you
can see the mortar regions clearly.
In the next two steps,
be sure that you are directly above the plane. Height selection
will work only if you are above the target object.
- In the Height Map group, click the eyedropper button to the
right of the Min Height field. Click through the plane, above the
mortar between the rocks. The value of Min Height changes to –100.
- Click the eyedropper button next to
the Max Height field and then click through the plane, over the
highest rock in the scene. This is Rock10, along
the upper-right edge of the plane in the Top viewport. Try to find
a value between –40.0 and –20.0.
- Close the Projection Options
dialog. In the Render To Texture dialog Objects To Bake rollout Mapping Coordinates group, choose Use Existing Channel,
if it is not already chosen.
The Use Existing Channel
option indicates that you want to use the texture-mapping coordinates
you created from the UVW Modifier at the beginning of this lesson,
rather than letting 3ds Max create new texture-mapping coordinates
on the fly.
Define the texture to be baked:
Now
that the projection method has been defined, the next step is to
add the diffuse, normal bump, and height maps that, when combined,
will form the texture to be baked onto the plane object.
- On the Render To Texture dialog, scroll
down to the Output rollout, click Add and from the Add Texture Elements
dialog, click to highlight DiffuseMap, then click Add Elements.
A new Diffuse entry appears
in the Output rollout Selected
Element Common Settings group. The file name of the diffuse map
to be created displays in the File Name and Type field.
- Make sure that the Target Map Slot has
changed to Diffuse Color. If it hasn’t, choose Diffuse Color from
the drop-down list.
- Click the 512 x 512 Width/Height button.
This sets the output resolution of the diffuse map to 512 by 512
pixels.
- On the Output rollout, click Add again
and from the Add Texture Elements dialog, click to highlight NormalsMap,
then click Add Elements.
A new Normals entry appears
on the Output rollout, below the Diffuse map entry.
- Make sure that the Target Map Slot has
changed to Bump. If it hasn’t, choose Bump from the drop-down list.
- Click the 512 x 512 Width/Height button
to set the output resolution of the normals bump map.
- In the Selected Element Unique Settings
group, turn on Output Into Normal Bump, so that the result shows
up properly both in the viewport and in the rendered frame.
- On the Output rollout, click Add and
from the Add Texture Elements dialog, click to highlight HeightMap,
then click Add Elements.
A new Height entry appears
on the Output rollout.
- Leave the Target Map Slot empty. This
information is not needed here. You will assign the map later, using
the mental ray renderer.
- Click the 512 x 512 Width/Height button
to set the output resolution of the height bump map.
At this point, you have
defined all the basic elements and settings for creating diffuse,
normals bump, and height maps.
- Activate the Perspective viewport.
- With the plane object selected, press Alt+X to exit X-ray (See-Through)
mode. This mode lets you see behind the selected object. With this
mode now turned off, you will be able to see the results when the
plane is rendered.
- At the bottom of the Render To Texture
dialog, click Render to render the selected plane.
3ds Max displays a
warning.
Click Continue to dismiss
the Missing Map Targets message box. We deliberately left the height
map unassigned, because in the next lesson, you will assign it separately.
If the Files Exists dialog
displays, click Overwrite Files.
The rendering shows only
the information from the diffuse map. The normal bump and height
maps have also been baked into the texture of the plane, but they
are not visible. In the next lesson, you will use the Material Editor
to display the complete projected texture in the viewports.
- Close the rendered frame
window.
Save your work:
- Save the scene as my_paver_elements.max.