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Mapping a bump channel

From: 3ds Max 2011 Essential Training

Video: Mapping a bump channel

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.

Mapping a bump channel

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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This video is part of

Image for 3ds Max 2011 Essential Training
3ds Max 2011 Essential Training

150 video lessons · 14884 viewers

Aaron F. Ross
Author

 
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  1. 3m 19s
    1. Welcome
      57s
    2. Prerequisites
      1m 18s
    3. Using the exercise files
      1m 4s
  2. 7m 33s
    1. Using the Custom UI and Defaults Switcher
      1m 35s
    2. Setting local file paths to relative
      1m 27s
    3. Using project folders
      4m 31s
  3. 36m 35s
    1. Getting familiar with the interface
      4m 5s
    2. Touring the command panels
      1m 44s
    3. Creating primitives
      3m 5s
    4. Navigating the viewports
      3m 57s
    5. Using hotkeys
      3m 18s
    6. Choosing shading modes
      3m 6s
    7. Configuring the viewports
      3m 29s
    8. Transforming objects
      4m 32s
    9. Using the toolbars
      3m 33s
    10. Using the Modify panel
      5m 46s
  4. 36m 11s
    1. Surveying different modeling methods
      5m 18s
    2. Setting units
      5m 8s
    3. Setting home grid dimensions
      3m 37s
    4. Understanding the Level of Detail utility
      3m 34s
    5. Working with the Modifier Stack
      3m 51s
    6. Understanding dependencies
      5m 9s
    7. Collapsing the Modifier Stack
      4m 53s
    8. Working with sub-objects
      4m 41s
  5. 18m 32s
    1. Creating shapes
      5m 17s
    2. Creating lines
      2m 56s
    3. Converting a shape to an editable spline
      2m 20s
    4. Transforming editable spline sub-objects
      4m 20s
    5. Using different types of vertices
      3m 39s
  6. 35m 30s
    1. Lofting a vase
      3m 59s
    2. Setting loft parameters
      3m 49s
    3. Editing the path and shapes
      5m 18s
    4. Manipulating loft sub-objects
      3m 55s
    5. Adding a scale deformation
      5m 47s
    6. Adding a shell modifier
      3m 50s
    7. Smoothing polygon edges
      8m 52s
  7. 26m 20s
    1. Setting up the project and scene layout
      2m 34s
    2. Creating a backdrop profile line
      1m 19s
    3. Using Editable Spline Fillet
      1m 24s
    4. Extruding shapes
      2m 36s
    5. Creating text
      1m 21s
    6. Applying a bevel modifier
      3m 57s
    7. Choosing bevel parameters
      2m 33s
    8. Using Display All Triangle Edges
      1m 56s
    9. Adjusting spline interpolation
      2m 22s
    10. Deforming beveled objects
      1m 17s
    11. Exporting paths from Adobe Illustrator
      2m 39s
    12. Importing Illustrator paths to 3ds Max
      2m 22s
  8. 55m 55s
    1. Setting up the scene
      2m 8s
    2. Creating chamfer boxes
      4m 44s
    3. Smoothing edges
      1m 16s
    4. Using the Array tool
      5m 31s
    5. Grouping objects
      10m 18s
    6. Modeling lines
      11m 17s
    7. Using the Sweep Modifier
      3m 0s
    8. Soft-selecting sub-objects with Volume Select
      5m 40s
    9. Removing polygons with Delete Mesh
      2m 37s
    10. Clearing a sub-object selection with Mesh Select
      3m 37s
    11. Adding randomness with the Noise Modifier
      5m 47s
  9. 33m 2s
    1. Understanding subdivision surfaces
      2m 46s
    2. Creating a box and converting to editable poly format
      3m 54s
    3. Using the Symmetry Modifier
      1m 44s
    4. Working with TurboSmooth
      3m 3s
    5. Extruding polygons
      1m 54s
    6. Editing edge loops
      8m 15s
    7. Shaping the model
      4m 57s
    8. Baking subdivisions
      3m 45s
    9. Optimizing polygon Level of Detail
      2m 44s
  10. 38m 45s
    1. Understanding the graphite tools within Editable Poly
      2m 40s
    2. Using the Graphite Ribbon interface
      3m 26s
    3. Using traditional editable poly tools within Graphite
      11m 30s
    4. Adjusting detail with Remove and Cut
      4m 44s
    5. Using SwitfLoop
      2m 46s
    6. Constraining sub-object transforms
      2m 23s
    7. Attaching polygon meshes to a single object
      5m 33s
    8. Bridging parts of a mesh
      5m 43s
  11. 25m 24s
    1. Understanding NURBS
      2m 35s
    2. Creating NURBS curves
      7m 27s
    3. Creating a U-loft surface
      5m 52s
    4. Editing curves and surfaces
      3m 9s
    5. Setting surface approximation
      6m 21s
  12. 1h 0m
    1. Using the Material Editor
      7m 8s
    2. Choosing a material type
      3m 3s
    3. Choosing a shader type
      2m 12s
    4. Adjusting specular parameters
      3m 6s
    5. Setting opacity
      3m 5s
    6. Understanding procedural Maps and bitmaps
      4m 11s
    7. Using bitmaps
      5m 21s
    8. Navigating shader trees
      2m 27s
    9. Tracking scene assets
      4m 40s
    10. Creating simple UVW mapping
      7m 52s
    11. Adding reflections with a Raytrace map
      4m 32s
    12. Creating an environment
      5m 27s
    13. Mapping a bump channel
      7m 13s
  13. 27m 4s
    1. Creating cameras
      4m 1s
    2. Understanding target and free cameras
      4m 39s
    3. Using Camera Pan, Truck, and Dolly
      4m 8s
    4. Adjusting the field of view
      4m 59s
    5. Understanding aspect ratio
      2m 6s
    6. Showing safe frames
      3m 12s
    7. Choosing render output size
      3m 59s
  14. 43m 36s
    1. Understanding CG lighting
      5m 56s
    2. Understanding standard and photometric lights
      1m 48s
    3. Creating a target spotlight
      2m 3s
    4. Enabling viewport hardware shading
      2m 10s
    5. Previewing renderings with ActiveShade
      3m 6s
    6. Adjusting intensity and color
      2m 27s
    7. Controlling contrast and highlights
      2m 52s
    8. Setting spotlight hotspot and falloff radius
      4m 59s
    9. Choosing a shadow type
      3m 56s
    10. Optimizing shadow maps
      5m 46s
    11. Using area shadows
      3m 57s
    12. Creating omni lights
      4m 36s
  15. 43m 33s
    1. Understanding keyframes
      1m 41s
    2. Setting time configuration
      3m 48s
    3. Choosing set key filters
      1m 27s
    4. Using Set Key mode
      2m 39s
    5. Editing keyframes in the Timeline
      2m 43s
    6. Using Auto Key mode
      5m 44s
    7. Creating animation in passes
      2m 40s
    8. Animating modifier parameters
      3m 53s
    9. Working in the dope sheet
      7m 47s
    10. Editing function curves
      5m 28s
    11. Looping animation
      5m 43s
  16. 43m 54s
    1. Understanding hierarchies
      3m 16s
    2. Understanding reference coordinate systems
      5m 51s
    3. Editing pivot points
      4m 40s
    4. Linking objects
      3m 20s
    5. Using the Schematic view
      1m 59s
    6. Preventing problems with scale
      7m 50s
    7. Animating a hierarchy
      10m 11s
    8. Fine-tuning the animation
      6m 47s
  17. 20m 53s
    1. Understanding controllers
      3m 55s
    2. Applying path constraints
      4m 55s
    3. Assigning a link constraint
      2m 27s
    4. Using the Motion panel
      2m 48s
    5. Animating constrained objects
      6m 48s
  18. 28m 29s
    1. Understanding particle systems
      2m 24s
    2. Emitting particles from an object with PArray
      2m 18s
    3. Adjusting particle parameters
      5m 33s
    4. Binding particles to a gravitational force
      2m 51s
    5. Colliding particles with a POmniFlector
      6m 4s
    6. Creating a particle material
      3m 23s
    7. Mapping opacity with a gradient
      2m 1s
    8. Assigning a material ID G-Buffer channel
      46s
    9. Creating a lens effect glow
      3m 9s
  19. 18m 50s
    1. Understanding image sequences
      5m 40s
    2. Setting render options
      7m 53s
    3. Compressing an image sequence to a movie
      5m 17s
  20. 27s
    1. Goodbye
      27s

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