Page 545 - Kitab3DsMax
P. 545
Chapter 17: Adding Material Details with Maps
FIGURE 17.35
The Maps rollout can turn maps on or off.
TABLE 17.1
Material Properties for Maps
Material
Property Description
Ambient Color Replaces the ambient color component of the base material. You can use this feature to make an
object’s shadow appear as a map. Diffuse mapping (discussed next) also affects the Ambient color. A
lock button in the Maps rollout enables you to lock these two mappings together.
Diffuse Color Replaces the diffuse color component of the base material. This is the main color used for the object.
When you select a map such as Wood, the object appears to be created out of wood. As mentioned
previously, diffuse mapping also can affect the Ambient color if the lock button is selected.
Diffuse Level Changes the diffuse color level from 0, where the map is black, to a maximum, where the map is white.
This mapping is available only with the Anisotropic, Oren-Nayar-Blinn, and Multi-Level Shaders.
Diffuse Sets the roughness value of the material from 0, where the map is black, to a maximum, where the
Roughness map is white. This mapping is available only with the Oren-Nayar-Blinn and Multi-Layer Shaders.
Specular Color Replaces the specular color component of the base material. This option enables you to include a
different color or image in place of the specular color. It is different from the Specular Level and
Glossiness mappings, which also affect the specular highlights.
Specular Level Controls the intensity of the specular highlights from 0, where the map is black, to 1, where the map
is white. For the best effect, apply this mapping along with the Glossiness mapping.
Glossiness Defines where the specular highlights will appear. You can use this option to make an object appear
older by diminishing certain areas. Black areas on the map show the non-glossy areas, and white
areas are where the glossiness is at a maximum.
Self- Makes certain areas of an object glow, and because they glow, they won’t receive any lighting
Illumination effects, such as highlights or shadows. Black areas represent areas that have no self-illumination, and
white areas receive full self-illumination.
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