In this lesson, your
objective is to divide the seating in the stadium scene into four
distinct groups, and use multi/sub-mapping to assign each group
its own color, with red representing the most expensive seats and
green the cheapest.
Set up the lesson:
- On the Quick Access toolbar, click (Open File), navigate to \scenes\materials_and_mapping\multi_maps\ and
open multi_maps_start.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.
If a Missing External Files dialog opens, click Continue.
Choose mental ray and group objects by
ID number:
- On the main toolbar, click (Render Setup).
- On the Render Setup dialog Common tab Assign Renderer rollout,
make sure the Production field is set to mental ray Renderer.
The Multi/Sub-Map is
a mental ray feature. It is available only when you choose mental
ray or the Quicksilver Hardware renderer as your renderer.
- Close the Render Setup dialog.
- Right-click an empty area of the main
toolbar and from the pop-up menu, choose Layers.
3ds Max Design opens the
Layers toolbar.
- On the Layers toolbar, open the layers
list and click to hide all layers except Seats.
Now only the seats objects
are visible, making their selection much easier.
- Close the Layers toolbar and maximize the Top viewport.
- Select any seat object,
right-click and from the quad menu, choose Object Properties.
Notice that in the Object
Properties dialog General
tab G-Buffer group, the
Object ID displays as 0. All objects when they are first created
are assigned an ID of 0. Later on, you will change this number in
order to assign certain groups of seat objects their own material
variations.
- Click Cancel to close the dialog, then
on the main toolbar, choose the Lasso tool from the Select Object
flyout.
- Use the Lasso tool to select the seats
shown in white in the next illustration.
Be sure to hold down
the Ctrl key when
you select additional seats.
TipIf you select unwanted
seats, use the Alt key to deselect
them.
- Right-click, choose Object Properties
from the quad menu, and in the Object Properties dialog General tab G-Buffer group, change
the Object ID to 1. Click OK.
- Use the Lasso tool to select the seats
shown in the next illustration.
Be sure to hold down
the Ctrl key when
you select additional seats.
- Right-click, choose Object Properties
from the quad menu, and in the Object Properties dialog General tab G-Buffer group, change
the Object ID to 2. Click OK.
- Select the seats shown in the next illustration.
- Right-click , choose Object Properties,
and in the Object Properties dialog General tab G-Buffer group, change the Object ID to 3. Click
OK.
- Select the seats shown in the next illustration,
and give them an object ID of 4.
Now all the stadium seats
have an object ID of 1, 2, 3, or 4. With this in place, each seat
is ready to receive its own material variation and sub-object maps.
Create a material for the seats:
- Continue from the previous procedure,
or open the file multi_maps_01.max.
- Press M to
open the Slate Material Editor.
TipIf the Compact Material
Editor opens instead, then on the Material Editor menu bar, choose
Modes
Slate
Material Editor.
- From the Material/Map Browser panel on
the left, drag an Arch & Design material into the active View (View1), the
empty area in the center of the Slate Material Editor window.
In the Browser, the Arch
& Design material is in the Materials mental ray group.
A node for the Arch &
Design material appears in the active View.
- Double-click the Arch & Design material
node to display its parameters in the Parameter Editor panel on
the right.
- Change the name of the material to seats.
- On the Templates rollout, open the drop-down
list and choose Matte Finish.
- In the Top viewport, select all the seats, then
on the Slate Material Editor toolbar, click (Assign Material To Selection).
The matte-finish seats material
is assigned to all the seats.
Now you will add multiple
sub-object maps to the seat material’s diffuse color channel.
Define a multi/sub map for the seats:
- On the Slate Material Editor, drag a
Multi/Sub-Map from the Material/Map Browser panel to the active
View.
You can find the Multi/Sub-Map
entry in the Maps mental
ray group.
A node for the Multi/Sub
map appears in the active View.
- Drag from the output socket of the Multi/Sub-Map
node (the round control at the right of the node). 3ds Max Design creates
a wire. Drop the end of the wire on the input socket for the Diffuse
Color Map component of the seats material node.
- Double-click the Multi/Sub map node to
display its parameters.
- On the Multi/Sub-Map Parameters rollout,
set the Number Of Colors/Maps To Use to 4.
By default, Switch Color/Map
Based On is set to Object ID, meaning that the sub-maps will be
distributed among the objects by their ID number. You have already
set up the object IDs.
The Default/Out-Of-Range
Color is set to red. This means the material of any object in the
scene with an ID other than 1 to 4 will display in red. Red is one
of the seat colors we are using, so click this color swatch and
use the Color Selector to change this color to a neutral gray.
NoteIf you were to turn
on the Repeat option, all objects with IDs higher than 4 would display
the color sequence assigned to objects with IDs 1 to 4.
- Click the color swatch labeled Color/Map
#1.
- On the Color Selector, change the color
to a bright red: Red = 0.8, Green = 0.0,
Blue = 0.0, then click OK.
- Click the color swatch labeled Color
#2 and change the color to a blue: Red = 0.275, Green
= 0.534, Blue = 0.814,
then click OK.
- Click the color swatch labeled Color
#3 and change the color to a yellow: Red = 0.867, Green
= 0.808, Blue = 0.231,
then click OK.
- Click the color swatch labeled Color
#4 and change the color to a green: Red = 0.158, Green
= 0.583, Blue = 0.141,
then click OK.
These colors will not
show up in the viewports, but they will be visible when you render
the image.
- Make sure the Top viewport is active,
then on the main toolbar, click (Render Production) to render
the scene. Keep the rendered frame window open.
The rendered image shows
seats with their sub-map material clearly visible. Seats with an
object ID of 1 show the red sub-map applied, seats with an object
ID of 2 show the blue sub-map applied, and so on.
- Activate the Camera-Seats viewport.
- In the rendered frame window’s Viewport
list, make sure Camera-Seats is chosen, then click Render to render
the scene again.
- Close the rendered frame
window.
Save your work:
- Save the scene as my_stadium_submaps.max.