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Finally, if I want to have surface imperfections or details on a Material, one way I can do that is using a Bump Map. So let's look at the renderer that I've created previously. So this has no Bump Map on it currently. So these faces here are just completely flat. So with my logoMaterial selected, I can scroll down until I get to the Maps roll out. And you'll see Bump. So I'll click there where it says None.
And I can add a Bump Map. And a Bump Map is supposed to be a Grayscale Height Map. So in other words on the image or pattern, a white part of that image or pattern is going to be a hill and a black part of that pattern is going to be a valley in my Bump Map. So I can try a Cellular map. Double-click on that. And you can see we're already getting some interesting Bump effect here on the Sample Slot. So I'll go ahead and do a Render of that.
So this is now the Cellular Effect. Okay, so I'm going to go up one level again, back to the top level of my Material. And what I'd like to do is I'd like to work on this Cellular Map by itself. So I'm going to actually select this Cellular Map and drag it out to a slot. And when I release the mouse, I can get a prompt to ask me do you want to Instance or Copy this map into this slot? If I choose Instance, then when I make changes to this slot it'll affect the Material.
So I do you want to choose Instance. Say OK. So I'm looking at a Map in a slot and you notice it's in 2D. There is no sample slot here because this is just a Map. And by the way, you can't apply a map directly to an object. A map can only be applied to a Material channel. So, for example, I would not be able to drag this map out onto any object. It doesn't work that way. It can only be used to vary some property of a material, such as the Bump.
I can double-click this, by the way, and get a larger version of it. Drag that out. So this is just showing me a preview of what that Cellular Bump is going to look like. So I can play around with the Parameters here. For example, I really like this Chips Effect, and let's turn on Fractal as well. And see what that does. Go back to my rendering. So now I've got this kind of interesting crumpled tinfoil kind of look here. I am getting closer on that and Bump Maps are really efficient because they give the illusion of surface detail where there is None.
If I were going to model this, it would be a very, very handy model. Imagine how many millions of polygons would be required to create this amount of detail. So Bump mapping is a very powerful tool. Maybe I don't want it to be Cellular. Maybe I want to be some other type of Map. I can click here and choose some thing else. Like, for example, Tiles, scrolling down, Tiles. So tiles are great if you want to create masonry or ceramic tiles, and they can also be put to use for other purposes.
So I can double-click on that. Do I want to keep the old map? No I'm just going to discard it, starting fresh. And so now I have instanced this tile map into the Bump channel instead of the Cellular map. Render that. So you can see here these are the grout lines of the tile. So I can scroll down into the Advanced Controls for the Tile and play around. For example, I can make the Grout darker. I can make the Tiles brighter.
That will just create a stronger effect to the Bump. So now I've got a stronger effect on the Bump. And when I click Render, you'll see I'm getting deeper grooves. I can also change the size by adjusting the tiling values. So I can set this to maybe 5 and 5, for example. And I'll a tighter pattern. Cool. I can try a different preset type.
So I got these different types of Tiles. See what those do. Try this English Bond one. Try rendering that and see what it gives me, and that's looking OK. But what I really want is to have a more subtle effect. So I'm going to make these Tiles a lot smaller. I can do that by increasing the Count values here. That's just another way of controlling the tiling.
Okay, so maybe I want 8x8, or something like that, or even more. And I can do that once again by adjusting these tiling values up here too. Really doesn't matter which I do. So now I've got a lot finer pattern on that.
If I want to adjust the depth of the Bump, you saw earlier I changed the colors here, but another way to do that is to go to the Material. And in the Bump channel, you can adjust the Bump amount here. And the default is 30. So if I increase that up to 100, that's going to be really extreme. And that's too much. But I'll just show you now I've got a very serious Bump Effect on there. And it looks kind of OK here. But once this thing is in motion, it's going to be problematic and all around the sides here it's going to be an issue.
It's going to start doing weird things in my rendering. And I also want to mention that Bump mapping does not affect the geometry in any way. So it won't cause any surface projection to take place here. So the silhouette will be exactly the same. It's not going to displace the surface. It's just a rendering trick. So if you need it to displace the surface, you would use the Displacement Map or Normal Map. So I'll bring that Bump back down to something reasonable, like maybe 15, because I want this to be a pretty subtle effect.
Cool, and then I'll go back out to approximately the scale at which I'm going to be rendering this. And see what it looks like at that distance. And that's pretty much the look that I was trying to achieve. I wanted to get this sort of subtle pattern on there that's going to sort of diffuse the light a little bit, the reflection kind of scattered a bit by creating a very small bump on there with a low bump value. So that's an introduction to basic materials in 3ds Max.
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