Join Aaron F. Ross for an in-depth discussion in this video Understanding the bump channel, part of 3ds Max: Advanced Materials.
- [Voiceover] To examine bump mapping with the physical material let's go back to our extreme close-up in the perspective view. Right-click to highlight that viewport and do another activeshade render and open up the material editor. Let's make this a bit more believable with a bump map. I'll go back to the advanced reflectance parameters and set that back to by IOR and the anisotropy is not going to effect this very much so I'm gonna set that back to it's default of one.
Scroll down until you see special maps and open that up and you'll see bump map and you can drag and drop a bump map here or click on the none button. That launches the material map browser. I'll choose maps, general, noise. Double-click on that and a noise map is added and connected to the bump map input of the physical material. I should mention at this point that 3ds Max deals with bump mapping in a kind of unique fashion and you may find that if you try to pipe bump map through some processing nodes such as a color correction, that it will have no effect and that's because bump mapping in 3ds Max is in a special secret channel that's separate from the RGB channels but derived from the RGB channels of each source texture node.
That's a bit unorthodox but at the current time all you can do to adjust your bump map is change the source texture parameters or the bump amount as shown here. I'll go ahead and do that first. I'll set my bump map amount down to point one and then double-click on that noise map and in it's coordinates roll out set the Y tiling value to 100. That's going to cause it to repeat many more times.
As we can see here now we're getting a stretch texture. Reduce the noise parameter size down to a value of one and we're getting a pretty convincing brushed metal effect simply by squashing the tiling in one dimension. Because we're using a 3D noise texture, once again we don't need to worry about UV's or mapping coordinates.
- Streamlining material editor workflow
- Managing XREFs and materials
- Laying out a scene for material testing
- Using the Physical Material
- Controlling highlights with Roughness
- Directing reflections and refractions
- Simulating translucency and scattering
- Building a shading network
- Combining and color correcting maps
- Baking maps such as ambient occlusion
- Procedural mapping with Substance
- Using relief maps: bump, normal, and displacement