3ds Max 2012 Bible - Kelly L. Murdock [218]
Figure 17.19 shows three Marble maps with Vein Width values of (from left to right) 0.01, 0.025, and 0.05.
FIGURE 17.19
The Marble map creates a marbled surface.
Noise map
The Noise 3D map randomly alters the surface of an object using two colors. The Noise Parameters rollout offers three Noise types: Regular, Fractal, and Turbulence. Each type uses a different algorithm for computing noise. The two color swatches let you alter the colors used to represent the noise. You also have the option of loading maps for each color. The Size value scales the noise effect. To prevent discontinuities, the High and Low Noise Threshold can be used to set noise limits.
Figure 17.20 shows Noise maps with the (from left to right) Regular, Fractal, and Turbulence options enabled.
FIGURE 17.20
The Noise map produces a random noise pattern on the surface of the object.
Particle Age map
The Particle Age map is used with particle systems to change the color of particles over their lifetime. The Particle Age Parameters rollout includes three different color swatches and age values.
Particle MBlur map
The Particle MBlur map is also used with particle systems. This map is used to blur particles as they increase in velocity. The Particle Motion Blur Parameters rollout includes two colors: The first color is the one used for the slower portions of the particle, and the second color is used for the fast portions. When you apply this map as an opacity map, the particles are blurred. The Sharpness value determines the amount of blur.
Cross-Reference
For more on both the Particle Age and Particle MBlur maps, see Chapter 41, “Creating Particles and Particle Flow.” •
Perlin Marble map
This map creates marble textures using a different algorithm. Perlin Marble is more chaotic and random than the Marble map. The Perlin Marble Parameters rollout includes a Size parameter, which adjusts the size of the marble pattern, and a Levels parameter, which determines how many times the algorithm is applied. The two color swatches determine the base and vein colors, or you can assign a map. There are also values for the Saturation of the colors.
Figure 17.21 shows the Perlin Marble map Size values of (from left to right) 50, 100, and 200.
FIGURE 17.21
The Perlin Marble map creates a marble pattern with random veins.
Smoke map
The Smoke map can create random fractal-based patterns such as those you would see in smoke. In the Smoke Parameters rollout, you can set the Size of the smoke areas and the number of Iterations (how many times the fractal algorithm is computed). The Phase value shifts the smoke about, and the Exponent value produces thin, wispy lines of smoke. The rollout also includes two colors for the smoke particles and the area between the smoke particles, or you can load maps instead.
Figure 17.22 shows the Smoke map with Size values of (from left to right) 40, 80, and 200.
FIGURE 17.22
The Smoke map simulates the look of smoke when applied as opacity mapping.
Speckle map
The Speckle map produces small, randomly positioned specks. The Speckle Parameters rollout lets you control the Size and color of the specks. Two color swatches are for the base and speck colors.
Figure 17.23 shows the Speckle map with Size values of (from left to right) 100, 200, and 400.
FIGURE 17.23
The Speckle map paints small, random specks on the surface of an object.
Splat map
The Splat map can create the look of covering an object with splattered paint. In the Splat Parameters rollout, you can set the Size of the splattered areas and the number of Iterations, which is how many times the fractal algorithm is computed. For each additional Iteration, a smaller set of spatters