Learn how to render surface detail with a noise map.
- [Instructor] Bump mapping with the Arnold Standard Surface works a little bit differently than other 3ds Max materials, but it's actually an upgrade because there are limitations with the existing system for bump mapping in 3ds Max. Without going too deeply into the weeds, I'll just say that you don't have the ability to composite or combine bump maps in a shading network using conventional 3ds Max materials. But because the Arnold Standard Surface needs an intermediary node, which is a bump 2D or bump 3D node, it opens up a lot of possibilities.
I want to use ActiveShade while adjusting the material parameters, but you should know that ActiveShade may be unstable when you adjust the parameters of 3ds Max legacy nodes, such as gradient or composite or noise. To avoid any possible issues of program stability, I'll use an Arnold noise node instead. Let's activate ActiveShade, and I've got the Perspective view selected. Open up the Material Editor.
And in the Material Editor, I already have a material assigned to the wall, and it's simply called walls Arnold standard, so I'll double-click on that to load its parameters. And bump mapping is found near the bottom. We can close some of these other rollouts. Down here, beyond all of this stuff, we have Special Features, Normal Bump, and that's where you want to drop your bump map in. But you can't just connect an ordinary map node here.
Once again, you have to use that intermediary or go-between node, which is a bump 2D or bump 3D. If you want to use the UVs on the object, then choose a bump 2D. If you want to send the object a volumetric or a 3D pattern or map, then choose bump 3D. Click on that button right next to Normal Bump. And in the Material Map Browser, we want to go to Maps, Arnold, Bump, and this time I'll choose Bump 3D and double-click on that.
Now that node has been added. It's been connected automatically to the normal input of the Arnold Standard Surface. Use the middle mouse to pan around. And now we just need to drop something into this bump map input here. And we can use an ordinary 3ds Max map for that if we want. One way to do it would be to double-click on this node. While we're here, we can rename it. We'll call it walls bump. We can add the bump map from the Parameters section of that bump 3D node.
And this time, it will be an Arnold noise. It'll be in Maps, Arnold, Texture, double-click on Noise. Now that connection's been made, and we've got a noise bump map in our scene. We can change the height of that bump. Go into the walls bump 3D parameters once again. Increase the bump height to two, and that's exaggerated the effect.
All we need to do now is play around with the parameters space of the noise node. Let's go over there and double-click on that node and rename it walls noise. You can choose a coordinate space of object or world. Going to choose world this time, and that's just changed the scaling a little bit here. We can adjust the scale from X, Y, and Z parameters here. Let's set them all to 0.2.
The amplitude is the intensity of that effect, and let's bring that down a bit. I'm gonna set that to .5. And changing the amplitude will help to avoid any issues with the texture getting clipped. And we've reduced the amplitude, so it's not quite so obvious in our shot. So let's zoom in a little bit, in the Perspective view, and take a look at that texture as a closeup. Doesn't look like much, but back in our noise parameters, we still have some more things to adjust.
The octaves is the number of repeats of the noise. Bring that up to three. Lacunarity is the scale of each successive iteration of noise, and let's bring that up to a value of 2.7. And finally, distortion adds a little bit more noise on top of the existing noise, so set that one up a bit, to a value of one. Once the ActiveShade render has completed, we can see we're getting a subtle noise effect here on the wall, and we can examine that from different distances, maybe dolly back a bit in the Perspective view.
That bump map is a nice subtle effect that would look good in a production rendering. To make it a little bit clearer for our screen capture in the demo, I'll go back to walls bump. Let's increase that to a value of five just so that we can see it very clearly in the ActiveShade render. Okay, that's too exaggerated, but our actual value is going to be two. And that's how to apply a bump map to an Arnold Standard Surface.
- Arnold rendering concepts
- Arnold lights such as quad, spot, and distant
- Modifying Arnold object properties
- Filtering light with the gobo filter modifier
- Image-based lighting with Skydome
- Daylight simulation with Physical Sky
- Arnold Standard Surface material parameters
- Diffuse, opacity, and bump mapping
- Rendering refractions with Transmission
- Building an Arnold shading network
- Test rendering with utility map
- Mesh subdivision and displacement at render time
- Atmospheric perspective with scene environment fog
- Rendering a spherical environment with VR Camera