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Using bitmaps

From: 3ds Max 2011 Essential Training

Video: Using bitmaps

Procedural Maps do have advantages: They are resolution independent, and they don't require any external files. However, they have serious disadvantages. For example, you can't just put a picture of a person's face using a Procedural Map. So for that you need to have an external file. So a TIFF file or JPEG or PNG file, that can be applied onto a surface. So I am going to do that now. I have still got my backdropMaterial active. I am looking at the Cellular parameters now.

Using bitmaps

Procedural Maps do have advantages: They are resolution independent, and they don't require any external files. However, they have serious disadvantages. For example, you can't just put a picture of a person's face using a Procedural Map. So for that you need to have an external file. So a TIFF file or JPEG or PNG file, that can be applied onto a surface. So I am going to do that now. I have still got my backdropMaterial active. I am looking at the Cellular parameters now.

I can click on the button that says Cellular and reassign that Map to be a different type. So in the Material Map browser, I have got Bitmap at the very top. So I will double-click on that. And as soon as I do, I get a list of available images. And you will see where it's referencing these images from. It's my current project, which is Exercise Files, and then sceneassets\images.

So this is the default location of images that are applied to Materials. You will also notice here that there is a field here that says, Files of type, and it says JPEG File currently. Well, this is a bit deceptive, because it's actually masking out all other files, and it's only displaying JPEG images. So this is one that's going to kind of bite you a little bit if you are not careful. Usually you want it to say All Formats, so that we can see that there are additionally other files in there besides JPEGs.

This one happens to be a PNG. So that's just an issue with the interface, that it kind of remembers the last file that you chose and masks off everything else. So you want to make sure that you choose All Formats, so you will see what's really in that folder. I click Open and once again, I want to click Show Standard Map in Viewport, so we can see it, and now I have got that Map applied to the backdrop. One more thing about these. You need to make sure that before you have done this that you have placed the images in that special folder in your project, which is sceneassets\images.

So I have got a folder view here that we can see. Here it is: Exercise Files\sceneassets\images, and these are the two images that I have placed in there. You need to place those images in this folder before you create the Material. That's very important, because you want to make sure that the path is recorded correctly, so that the next time you open this scene, 3ds Max will know where to go to look. One thing you never do is navigate on your hard drive and look to find a file that's in some random location, because what's going to happen then is that, inevitably the link is going to get broken.

As long as you keep everything within the project folder, and as long as you use the folders that are provided for you, then you should be fine. And every time you open your scene, hopefully you won't get any error messages saying that your Bitmaps are not found. One more thing that you need to remember about this is that there is a Customize setting that impacts this particular behavior. So I want to go into Customize Preferences and show you that in the Files Tab, you will need to have this switch turned on, Convert local file paths to Relative.

That needs to be enabled, and again, this needs to be done before you create any Materials. And what this is going to do is, instead of recording the absolute path to the file, in other words, in Windows an absolute path starts with the C or a D or a drive letter, and it lists the entire folder path. That's an absolute path. But we don't want absolute paths. We want relative paths, so that we can actually move our projects around from computer to computer, or we can move our project to a different folder, and as long as everything is inside there, and we have got this switch turned on, and we have kept all our ducks in a row, then we won't have any unpleasant surprises with missing files.

This is the number one problem that people have in 3ds Max is that they will open a scene file, and then their textures or their Maps are all missing, and it's because they didn't follow these proper procedures. So in review, once again, in your Preferences, you must have Convert local file path to Relative enabled. And that's not the default, by the way, so you need to turn that on. You will need to place all of your images into sceneassets\images in the current project. And then and only then will it be safe for you to add a Bitmap to a Material.

And you can see here under Bitmap, it says sceneassets\images\leopard_print.jpg. This is a relative path. It doesn't include a drive letter, and it doesn't indicate specifically where the file is on my hard drive. It's only relative to the project folder's root. So again, I could move that project to somewhere else, and as long as I maintain the files inside the sceneassets\images images folder, then I shouldn't have any trouble.

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This video is part of

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

150 video lessons · 14843 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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