3ds Max 9 Bible
Several external tools can be valuable when you create material textures. These tools can include an image-editing program like Photoshop, a digital camera or camcorder, and a scanner. With these tools, you can create or capture images that can be applied as maps to a material using the map channels.
After the image is created or captured, you can apply it to a material by clicking a map shortcut button or by selecting a map in the Maps rollout. This opens the Material/Map Browser, where you can select the Bitmap map type and load the image file from the file dialog box that appears.
Creating material textures using Photoshop
When you begin creating texture images, Photoshop becomes your best friend. Using Photoshop's filters enables you to quickly create a huge variety of textures that add life and realism to your textures.
Table 21.1 is a recipe book of several common textures that you can create in Photoshop. The table provides only a quick sampling of some simple textures. Many other features and effects are possible with Photoshop.
| Texture | Technique | Create in Photoshop | Apply in Max as |
|---|---|---|---|
| Faded color | Decrease the image saturation value (Image | Diffuse map | |
| | Surface scratches | Apply the Chalk & Charcoal filter (Filter | Bump map |
| | Adding stains to fabric | Use the Dodge and Burn tools to add stains to a fabric bitmap. | Diffuse map |
| | Surface relief texture | Apply Dark Strokes filter (Filter | Diffuse map (original texture), Bump map (Dark Strokes version) |
| | Planar hair | Apply the Fibers filter (Filter | Diffuse, Bump, and Specular maps |
| | Clouds or fog background | Apply the Clouds filter (Filter | Diffuse map |
| | Nebula or plasma cloud | Apply the Difference Clouds filter (Filter | Diffuse map |
| | Rock wall | Apply the Clouds filter (Filter | Diffuse and Bump maps |
| | Burlap sack | Apply the Add Noise filter (Filter | Diffuse and Bump maps |
| | Tile floor | Apply the Add Noise filter (Filter | Diffuse map |
| | Brushed metal | Apply the Add Noise filter (Filter | Diffuse and Bump maps |
| | Frosted glass | Apply the Clouds filter (Filter | Diffuse map |
| | Pumice stone | Apply the Add Noise filter (Filter | Diffuse and Bump maps |
| | Planet islands | Apply the Difference Clouds filter (Filter | Diffuse and Shininess maps |
| | Netting | Apply the Mosaic Tiles filter (Filter | Diffuse and Opacity maps |
| | Leopard skin | Apply the Grain filter (Filter | Diffuse and Opacity maps |
Capturing digital images
Digital cameras and camcorders are inexpensive enough that they really are a necessary item when creating material textures. Although Photoshop can be used to create many unique and interesting textures, a digital image of riverbed stones is much more realistic than anything that can be created with Photoshop. The world is full of interesting textures that can be used in creating images.
Avoiding specular highlights
Nothing can ruin a good texture taken with a digital camera faster than the camera's flash. Taking a picture of a highly reflective surface like the surface of a table can reflect back to the camera, thereby ruining the texture.
You can counter this in several ways. One is to block the flash and make sure that you have enough ambient light to capture the texture. Taking pictures outside can help with this because they don't need the flash. Another technique is to take the image at an angle, but this might skew the texture. A third technique is to take the image and then crop away the unwanted highlights.
Adjusting brightness
Digital images that are taken with a digital camera are typically pre-lit, meaning that they already have a light source lighting them. When these pre-lit images are added to a Max scene that includes lights, the image gets a double dose of light that typically washes out the images.
You can remedy this problem by adjusting the brightness of the image prior to loading it into Max. For images taken in normal indoor light, you'll want to decrease the brightness value by 10 to 20 percent. For outdoor scenes in full sunlight, you may want to decrease the brightness even more.
You can find the Brightness/Contrast control in Photoshop in the Image
Scanning images
In addition to taking digital images with a digital camera, you can scan images from other sources. For example, the maple leaf that was modeled using patches in Chapter 17 was scanned from a real leaf found in my yard.
| Caution | Most magazine and book images are copyrighted and cannot be scanned and used without permission. |
Tutorial: Creating a fishing net
Some modeling tasks can be solved more easily with a material than with geometry changes. A fishing net is a good example. Using geometry to create the holes in the net would be tricky, but a simple Opacity map makes this complex modeling task easy.
To create a fishing net, follow these steps:
-
Before working in Max, create the needed texture in Photoshop. In Photoshop, select File
New, enter the dimensions of 512 pixels × 512 pixels in the New dialog box, and click OK to create a new image file. -
Select the Filter
Texture Mosaic Tiles menu command to apply the Mosaic Tiles filter. Set the Tile Size to 30 and the Grout Width to 3, and click the OK button. Then select the Filter Sketch Stamp menu command to apply the Stamp filter with a Light/Dark Balance value of 49 and a Smooth value of 50. -
Choose File
Save As, and save the file as Netting.tif. A copy of this file is available in the Chap 21 directory on the DVD.
-
Open the
Fish net.max file from the Chap 21 directory on the DVD. This file includes a fishing net model created by stretching half a sphere with the Shell modifier applied.
-
Select the Rendering
Material Editor menu command (or press the M key) to open the Material Editor, and select the first sample slot. Name the material net. -
Click the map shortcut to the right of the Opacity value in the Blinn Basic Parameters rollout, and double-click the Bitmap map type. This opens a file dialog box where you can select the netting texture. Then drag the material from its sample slot to the net object in the viewports.
-
If you were to render the viewport, the net would look rather funny because the black lines are transparent instead of the white spaces. To fix this, open the Output rollout and enable the Invert option. This inverts the texture image.
| Note | Although you can enable the Show Map in Viewport button in the Material Editor, the transparency is not displayed until you render the scene. |
Figure 21.15 shows the rendered net.
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