3ds Max 2012 Bible - Kelly L. Murdock [217]
The Coordinates rollout for 3D maps is similar to the Coordinates rollout for 2D maps with a few exceptions; differences include Coordinate Source options of Object XYZ, World XYZ, Explicit Map Channel, and Vertex Color Channel. There are also Offset, Tiling, and Angle values for the X-, Y-, and Z-axes as well as Blur and Blur offset options.
Cellular map
The Cellular 3D map creates patterns of small objects referred to as cells. In the Cell Color section of the Cellular Parameters rollout, you can specify the color for the individual cells or apply a map. Setting the Variation value can vary the cell color.
In the Division Colors section, two color swatches are used to define the colors that appear between the cells. This space is a gradient between the two colors.
In the Cell Characteristics section, you can control the shape of the cells by selecting Circular or Chips, a Size, and how the cells are Spread. The Bump Smoothing value smoothes the jaggedness of the cells. The Fractal option causes the cells to be generated using a fractal algorithm. The Iterations value determines the number of times that the algorithm is applied. The Adaptive option determines automatically the number of iterations to complete. The Roughness setting determines how rough the surfaces of the cells are.
The Size value affects the overall scale of the map, while the Threshold values specify the specific size of the individual cells. Settings include Low, Mid, and High.
Figure 17.17 shows three Cellular maps: the first with Circular cells and a Size value of 20, the second with Chips cells, and the final one with the Fractal option enabled.
FIGURE 17.17
The Cellular map creates small, regular-shaped cells.
Dent map
The Dent 3D map works as a bump map to create indentations across the surface of an object. In the Dent Parameters rollout, the Size value sets the overall size of the dents. The Strength value determines how deep the dents are, and the Iterations value sets how many times the algorithm is to be computed. You can also specify the colors for the Dent map. The default colors are black and white. Black defines the areas that are indented.
Figure 17.18 shows three spheres with the Dent map applied as bump mapping. The three spheres, from left to right, have Size values of 500, 1000, and 2000.
FIGURE 17.18
The Dent map causes dents in the object when applied as bump mapping.
Falloff map
The Falloff 3D map creates a grayscale image based on the direction of the surface normals. Areas with normals that are parallel to the view are black, and areas whose normals are perpendicular to the view are white. This map is usually applied as an opacity map, giving you greater control over the opacity of the object.
Tip
The Falloff map is also useful for creating a Fresnel effect on a glazed surface through its reflections. •
The Falloff Parameters rollout includes two color swatches, a Strength value of each, and an optional map. There are also drop-down lists for setting the Falloff Type and the Falloff Direction. Falloff Types include Perpendicular/Parallel, Towards/Away, Fresnel, Shadow/Light, and Distance Blend. The Falloff Direction options include Viewing Direction (Camera Z axis); Camera X Axis; Camera Y Axis; Object; Local X, Y, and Z Axis; and World X, Y, and Z Axis.
In the Mode Specific Parameters section, several parameters are based on the Falloff Type and Direction. If Object is selected as the Falloff Direction, then a button that lets you select the object becomes active. The Fresnel Falloff Type is based on the Index of Refraction and provides an option to override the material's Index of Refraction value. The Distance Blend Falloff Type offers values for Near and Far distances.
The Falloff map also includes a Mix Curve graph and rollout that give you precise control over the falloff gradient. Points at the top of the graph have a value of 1 and represent the white areas of falloff. Points at the bottom of the graph have a value of 0 and are black.
Marble map
The Marble 3D map creates