Bitmaps are a simple
but versatile way to add visual detail to scenes. When a bitmap
is used to provide an object’s color, it is also known as a texture
map. In this lesson and the ones that follow, you apply
bitmaps to various parts of the scene (the deck, the terrain, the
vase, the bottom of the swimming pool, and the arbor trellis on
the upper porch of the house) to achieve realistic effects. Different kinds
of geometry require different techniques of mapping, as these lessons will
show.
Set up the lesson:
- Continue from the previous lesson, or open med_villa_mat_mapped.max.
Create the wooden deck material and apply it:
- In the Camera-Hi-Point viewport, click to select the Wood-Deck object.
The Wood-Deck overlies
the Terrace object, so you might have
to move the mouse around till you see the name Wood-Deck in
a tooltip. Don’t select the Terrace at this
point. If you have trouble finding Wood-Deck with
the mouse, press H and select Wood-Deck in
the Select From Scene dialog.
- In the Slate Material Editor, drag
another Arch & Design material from the Browser to the active
View. Double-click the new node so you can see its parameters, and
name this material Wood - Deck.
- On the Templates rollout, open the drop-down
list of templates, and choose Glossy Finish.
The default Glossy Finish
is a bit too glossy, so you will tone it down.
- In the Main Material Parameters rollout Reflection group, change
the value of Reflectivity to 0.3 and the
value of Glossiness to 0.7.
- Drag a Bitmap from the Browser into the
active View. (The Material/Map Browser is the panel at the left
of the Slate Material Editor, and you can find Bitmap in the Maps Standard group.)
3ds Max Design opens a file
dialog.
- In the file dialog, browse to the \sceneassets\images folder. Choose
the file cedfence.jpg, and
then click Open.
- Wire the new Bitmap node to the Diffuse
Color Map component of the Wood - Deck material node.
- Click (Assign Material To Selection).
In the shaded viewports,
the Wood-Deck object turns brown.
- Make sure the Wood - Deck node
is active, then click (Show Standard Map In Viewport)
to turn it on.
Now the Wood-Deck object
shows a pattern in the shaded viewports. However, the pattern is
rather scrambled and is not quite the effect we’re looking for.
To improve the appearance of the wooden deck, you’ll adjust how
the material is mapped.
- Double-click the new Bitmap node so you
can see its parameters. On the Coordinates rollout, make sure Use
Real-World Scale is turned on, then change the value of Width Size to 3.0m (meters)
and the value of Height Size
to 2.0m (meters).
Now the cedar flooring
is scaled to the scene correctly.
This completes the wooden
portion of the terrace.
- In the Slate Material Editor, turn on (Move Children), line the Wood
- Deck nodes up with the other materials you’ve already
created, then minimize the material node.
Create the tiled terrace material:
For the tiled portion
of the terrace, you also use a texture map, this time in conjunction
with a bump map.
- Drag a new Arch & Design material
from the Browser to the active View. Double-click the new material
node so you can see its parameters, and name this material Terrace.
- On the Templates rollout, open the drop-down
list of templates, and choose Glossy Finish.
Once again, the default
Glossy Finish is a bit too glossy, so you will tone it down.
- In the Main Material Parameters rollout Reflection group, change
the value of Reflectivity to 0.3 and the
value of Glossiness to 0.5.
- Drag a Bitmap from the Browser into the
active View.
3ds Max Design opens a file
dialog.
- In the file dialog, browse to the \sceneassets\images folder. Choose
the file tile-cast.jpg, and
then click Open.
For the tiling on the
terrace, you will use both a texture map, tile-cast.jpg, and
later add a bump map, tile-cast-bump.jpg.
But the first thing to do is to apply the material and adjust its
mapping.
- Wire the new Bitmap node to the Diffuse
Color component of the Terrace material node.
- Move the Slate Material Editor window
so you can see the Terrace object in the shaded viewports,
then drag from the output socket of the Terrace material
node, and drop the material on the Terrace object.
- On the Slate Material Editor toolbar,
click (Show Standard Map In Viewport)
to turn it on.
In the shaded viewports,
the terrace turns gray, but it doesn’t display the tile map the
way the deck displayed the wood grain. This is an indication that
there is another step you must take.
The Wood-Deck object
is a Box object. Like other boxes and all other standard primitives,
it already has default mapping coordinates. The Terrace object,
on the other hand, is an editable mesh. Editable surfaces such as mesh,
patch, and poly do not have default mapping coordinates,
so you must add a modifier that supplies these coordinates. This
is the subject of the next procedure.
Set up mapping for the tiles:
- Select the Terrace object,
then go to the Modify panel.
- Open the Modifier List, and choose UVW
Map.
TipWhile the Modifier
List is open, you can press the U key
until UVW Map is chosen.
The Modify Panel now
displays controls for the UVW Map modifier. Also, a version of the
tile texture map is now visible in shaded viewports.
- In the Modify panel Parameters rollout Mapping group, make sure Real-World Map
Size is turned on.
- In the Slate Material Editor, double-click
the Bitmap node so you can see its parameters. On the Coordinates
rollout, make sure Use Real-World Scale is turned on.
Real-World Map Size in
the map coordinate settings and Use Real-World Scale in the UVW
Map modifier settings should either both be on or both be off at
the same time.
The viewports now show
tiling on the terrace, but the pattern is muddled. This is because
you need to set the size of the tiles.
- As you did for the cedar deck, change
the value of Width Size
to 3.0m and the value of Height Size to 2.0m.
Now the tiling pattern
on the terrace is nicely matched to the rest of the scene.
There is one small problem,
however: The edges of the tiles don’t match the edge of the swimming
pool. You can fix this by adjusting the tiling offset.
- On Coordinates rollout, set Width Offset
to –0.2m, and Height Offset to 0.2m.
Now the tiles are aligned
with the pool.
Add bump mapping to the terrace tiles:
- Drag from the Bump Map socket of the Terrace material
node, and release the mouse. From the pop-up menu, choose Standard Bitmap.
3ds Max Design opens a file
dialog.
- In the file dialog, browse to the \sceneassets\images folder. Choose
the file tile-cast-bump.jpg and
click Open.
NoteAs in this case (see
the illustration above), an effective bump map is often simply a
black-and-white version of the texture map.
The UVW Map modifier
belongs to the object: It affects both the texture map and this
new bump map equally. However, you must also make sure that the
bump map’s own mapping coordinates are the same as the texture map’s:
Otherwise, the bump effect will be “out of phase” with the texture,
and won’t appear correctly.
- Double-click the new Bitmap node so you
can see its parameters.
- On the Coordinates rollout, make sure
that the bump map settings are the same as the texture map settings:
- Use Real-World Scale turned on
- Width Offset = –0.2m
- Height Offset = 0.2m
- Width Size = 3.0m
- Height Size = 2.0m
The bump effect is subtle,
and it doesn’t appear in viewports, so to see it, use a preview.
- Right-click the Terrace material node,
and choose Open Preview Window.
3ds Max Design opens a preview
of the material.
- Drag a corner of the preview window to
make it larger.
- Close the preview window.
- Activate the Camera-Terrace viewport,
then render the scene.
- In the Slate Material Editor, line the Terrace nodes
up with the other materials you’ve already created, then minimize
the material node.
Save your work:
- Save the scene as my_villa_deck.max.