3ds Max 2012 Bible - Kelly L. Murdock [232]
Note
The Displace modifier requires a dense mesh in order to see the results of the displacement map, but the Disp Approx modifier creates the required density at render time. •
Tutorial: Displacing geometry with a bitmap
When faced with how to displace an object using a bitmap, Max once again comes through with several ways to accomplish the task. The method you choose depends on the pipeline. You can choose to keep the displacement in the Modifier Stack or on the material level. This simple tutorial compares using both of these methods.
To compare the Displace modifier with a displacement map, follow these steps:
1. Create two square-shaped plane objects side by side in the Top viewport using the Create⇒Standard Primitives⇒Plane menu command. Then set the Length and Width Segments to 150 for the left plane object and to 20 for the right plane object.
Tip
When displacing geometry using a bitmap, make sure the object faces that will be displaced have sufficient resolution to represent the displacement. •
2. Select the first plane object and apply the Displace modifier with the Modifiers⇒Parametric Deformers⇒Displace menu command. In the Parameters rollout, set the Strength value to 2 and click the Bitmap button. In the Select Displacement Image dialog box, select the Tulip logo.tif file from the Chap 18 directory on the DVD.
3. Select the second plane object and open the Material Editor by pressing the M key. In the Material Editor, open the Maps rollout, set the Displacement Map Amount value to 10, and click the Displacement map button. Then double-click the Bitmap option in the Material/Map Browser, and load the same Tulip logo.tif file from the Chap 18 directory on the DVD. Then apply the material to the second plane object by pressing the Assign Material to Selection button, and close the Material Editor.
4. With the second plane still selected, choose the Modifiers⇒Surface⇒Displace Mesh (WSM) menu command. In the Displacement Approx. rollout, enable the Custom Settings option and click the High subdivision preset.
Figure 18.8 shows the resulting displacement on both plane objects.
FIGURE 18.8
Objects can be displaced using the Displace modifier or a displacement map.
Summary
This chapter introduced several compound materials that you can create in Max. The chapter presented various material types, including compound and Multi/Sub-Object materials. The chapter also showed off a number of key material modifiers including the Displace Mesh and Vertex Paint modifiers.
The following topics were covered in this chapter:
• Various compound material types
• Applying multiple materials to an object with material IDs
• Exploring several material modifiers, including the Material and MaterialByElement
• Comparing the different displacement methods
In the next chapter, you gain some experience with using cameras to create and capture a unique view into the scene.
Chapter 19: Configuring and Aiming Cameras
IN THIS CHAPTER
Understanding camera basics
Creating a camera object
Viewing a camera in a viewport
Controlling cameras with the viewport camera controls
Aiming a camera at objects
Altering camera parameters
Using the Camera Correction modifier
Using camera effects
Do you remember as a kid when you first got your own camera? After taking the usual pictures of your dog and the neighbor's fence, you quickly learned how much fun you could have with camera placement, such as a picture of a flagpole from the top of the flagpole or your mom's timeless expression when she found you inside the dryer. Cameras in Max can also offer all kinds of amusing views of your scene.
The benefit of cameras is that you can position them anywhere within a scene to offer a custom view. Camera views let you see the scene from a different position such as from the top, front, or left. You can open camera views in a viewport, and you can also use them to render images or animated sequences. Cameras in Max can also be animated (without