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Chapter 17: Adding Material Details with Maps



                               6. Locate and double-click the Bitmap option in the Material/Map Browser to add a node to the
                                  Node View. In the file dialog that opens, locate and select the netting.tif image file. Drag a con-
                                  nection wire from the output socket of the Bitmap node and drop it on the input node of the
                                  Opacity parameter of the material node. Then drag the output socket for the material node and
                                  drop it on the net object in the viewports.
                               7. If you were to render the viewport, the net would look rather funny because the black lines are
                                  transparent instead of the white spaces. To fix this, select the Bitmap node, open the Output roll-
                                  out and enable the Invert option. This inverts the texture image.

                   Note
                   Although you can enable the Show Map in Viewport button in the Material Editor, the transparency is not dis-
                   played until you render the scene. n

                           Figure 17.39 shows the rendered net.

                     FIGURE 17.39
                   A fishing net completed easily with the net texture applied as an Opacity map



























                           Summary

                           We’ve covered lots of ground in this chapter because Max has lots of different maps. Learning to use these
                           maps will make a big difference in the realism of your materials.
                           In this chapter, you learned about the following:
                               l  Connecting map nodes in the Slate Material Editor to material nodes.
                               l  All the different map types in several different categories, including 2D, 3D, Compositors, Color
                                  Mods, and Reflection/Refraction


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