3DS Max 2018 Class #37 (Map Use in the Slate Material Editor)

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all right welcome back it's the YouTube classroom video number 37 this is a quarter two week one day three this is the final day of our Maps presentation we're gonna start off in 3d studio max today and we are going to figure out exactly how to implement all these things that we've created so far so let's go ahead and open up my folder with all of the maps that we have and you can get these from the comments section or just below the comments section of the video there's a Google Drive link that you can get and you will have access to all these things so I've got Mac mat bricks tile diem mat bricks tile e/m am blue am red n m om sm and sm 2 so the reason I've got some multiple color variations you'll see here in a minute a bit mostly it's so we can experiment sort of find out exactly how some of these actually will implement inside of our world so first things first we need to talk about all the different maps we've created and what we do to sort of delineate them the thing with pngs is we're gonna have a whole lot of pngs we're gonna have a whole lot of maps and materials that we're going to use in our in our scenes this is this means we need to delineate which one is which so that we can see them in the asset viewer okay so you'll notice that oftentimes here's our little cheat sheet here each one of these maps has its own name it has its own extension so DM stands for diffuse maps which is like the color map that we talked about this one here the normal map we've talked about before has n m at the end spec map which is how glassy or how how much the light like usually it's a gloss or specularity and a lot of times you use it the same map in two different inputs but basically what it does is show how much light is gonna reflect off of that object opacity lets you - allows you to select things that you want to be able to see through um emissive Maps self-illumination basically what that does is sections that you want to glow or to give off light for instance if you're making a house that's going to be in the dark and you want the windows to glow a little bit you'll create a emissive map and then finally AO or ambient occlusion Maps these are like shadows that slightly darken your object when it should be darkened usually things like underneath the armpits underneath the neck anywhere where light generally doesn't shine as brightly think of it as like faked shadows ambient occlusion maps are things that we've been using in game development now for about fifteen years twenty years and they're probably gonna slowly go away as lighting gets better as computers get faster the lighting can calculate better during the Xbox the original Xbox today's models often would not cast shadows on themselves but now we're getting to the point where that can be done without a huge hit on framerate so I would expect ambient occlusion maps to go away eventually but for now we're gonna learn how to implement them so a lot of these maps so we're gonna come back to that thing in a minute a lot of these maps are black and white or grayscale maps okay and you'll see I've got a bunch of different variations of them and we're gonna pull those in right now first things first let's take this cube and delete it and let's create a sphere mostly because I want to keyboard entry let's make it 25 centimeters and hit create and then I'm gonna hit W and move it up let's go ahead and move it up by 50 centimeters cool I'm also gonna create a box I'm gonna a keyboard entry that box as well and I'm gonna create the box let's make it length of 400 width of 400 and then height of 10 I'm basically creating a platform Oh create that at 0 0 0 create cool and I'm gonna change a color now to like a grayish one of these custom colors is fine we're not actually gonna mess with that I'm just doing it so that we have something that this can sort of be over all right so now let's hit em for our material editor and we get into I've got a bunch of stuff left over from when I was messing around with this earlier here we go material editor so right click we're gonna go into materials scanline and today we're gonna work in raytrace now we're gonna actually experiment with a bunch of them but for now raytrace is what we're gonna mess with all right I'm gonna double click this rate trace and make sure I apply it I think this is selected my sphere is selected good Sphero one is selected make sure you come up here to show shaded in viewport and assign material to selection so now it's gray I should move this so we can see it kukuku now we are going to start bringing in some of our materials all right let's go ahead and bring in the diffuse map just bring it and drag it in I'll bring that in first get my flips get my folder back up yep okay cool let's go ahead and bring in we'll just bring them all in so the next we'll do the tile emissive map will be our number 2 I should probably just drag them in first and then worry about moving them let's bringing the blue the red a normal map scroll down the white tiles or the white bricks the black bricks and the gray bricks cool and that's we once we have all these in that's enough to get started I'm gonna arrange these so that they're kind of in order if you pull them in in the same order I did we'll be able to refer to them in numbers which is kind of fun if you have a little bar for fun ok cool so this is our setup so just the easiest thing to do and the basic thing we've done so far in this class is use diffuse maps which is the bitmap we created already which is the tiling bricks we can just click on this little wire thing and drag it into the diffuse and then suddenly we are good to go you can see that our bricks are now on there and they smoothly tile all the way you can't see any seams at all because we made this properly cool mute that all right now I'm actually also going to right-click on here I'm going to open a preview window so we can see this a little easier I'm going to take this and I'm going to maximize it or make it bigger at least and then it'll be smooth all right great so now we can see it a little better now I'm gonna actually drag this off and so we see that it's gray let's go ahead and take this bitmap and drag it on this matte 5 which is our normal map and drag it on to the bump when we do that you can see that we do get some bumps although that's not really crisp or clear the reason is we're using a bitmap that is a normal map in our bump map slot which is where it should go but normal Maps actually need a separate map controller so we go to maps general normal bump so I'm gonna put that there and a drab grab all these and move them down a little bit drag this to here and drag this to here and you'll notice it's a much crisper clearer map than it is before it actually looks like the depth is better for the grout lines stuff like that now we can actually adjust the density and how how bumpy this looks by clicking on the map the normal bump controller and then changing this to like maybe to see how much more like the light changes the bumpiness changes it looks like it comes out a lot more you can go really stupid on this make changes like 16 and suddenly it looks weird I wouldn't do anything more than like 21.5 is also pretty good and you'll notice the difference between that and when we have a diffuse map here you can see on the spec highlight here how bright that actually is so I want to actually take the diffuse map off again so we just have the bump and now we're gonna adjust and look at the glossiness map glossiness and specular level are very similar glossiness is how wet something looks and specular level how much something will reflect there very very very similar the difference is in glossiness it's how wide the specular highlight is and the specular highlight won't take off the bump for a second is this white spot right here so when you look at this material on the sphere it's got like a highlight here and a highlight here by adjusting the specularity you we can we can adjust how what parts of the material give off a highlight so this I'm gonna grab this white brick one and drag them into spec level and you can see that now the white makes the brick part a lot more shiny but the grout part is a lot more matte okay if I swap that pull that out and swap it so that the black spec level now the grout is white and the bricks are black and you can sort of see it if I do that come on Oh roll one that's why there we go so you can see the bricks are black and when the bricks are black the specular level of the bricks are matte and the grout is glossy now some bricks when you you go to a city and you see walls that are covered and and painted they usually the bricks themselves are usually pretty like maybe a little bit glossy and that's what we're doing here if you look at this material I'm gonna put this in on the diffuse so we can see it real quick the bricks here are like a lighter gray and the grout is a darker gray which means it's a subtle differentiation so that's what I'm gonna do I'm gonna make that spec level and you can do it in classiness and you can do it in spec level and then you sort of get a subtle change now this is really powerful because all of these tiny little changes make a huge difference so I'm gonna add my diffuse map back on take my grayish map and put it in spec level and you can see it's subtle now and now I'm going to take the same one and put it in glossiness all right now I've got like a sort of a a pale look to it if I grab this normal mat and put it in the bump there you go you can really start to see that it's got a like a real texture to it and it's starting to look a lot a lot better you can actually adjust things like if you want it to be more glossy you can adjust that and make the white set the white bricks in there versus the black bricks come on there we go cool so now the black bricks which are very glossy are adjusted here and the white bricks if you put it in there there you go it's just a much tighter specular highlight okay now the next thing we want to talk about and the last one sort of well one of the last ones would talk about is translucency okay translucence he's down here and what translucency is I'm going to break all these off so we can sort of get rid of them you can see the change happen take that off all right cool translucency is usually a white or black map you know a black and white map because usually it's see-through or not all right if you put it into translucency you can see through sections of it I'm gonna actually click here right click and then show background so we should be able to see through I'm sorry transparency my bed not translucency so with black hit now this is kind of annoying because it's not the same every material slightly different so sometimes a white brick is see-through in this case with the white bricks are see-through and the black bricks are not so if I swap it it should swap come on there we go see the difference so in this case the grout is visible and the bricks are not in this case swap it the bricks are visible and the grout is not now for the raytrace material that's how it works for other materials that's not exactly how it works all the time you if you want things to be slightly see-through you can do grey shades of grey so transparency is very similar to how the specularity works think of the grayscale maps as in each pixel has a value between 1 or yeah 1 which is pure white and zero which is pure black and then anything grey in between is like a linear scale in that position so if you want something to be sort of see-through you make it like a grey and then you can sort of see through it now the next cool thing we pull this one off and all these maps can be adjusted and added so if I've got a bitmap here this let's go ahead and take this red red grout version and put it in fluorescence now it will glow and we can actually adjust how much this is glowing inside the raytrace material under maps fluorescents crank it we can pull it down so it doesn't glow at all what we can pull it like 70 so it's less glowy and we can adjust these maps together so currently what fluorescence does is it makes even when there's a shadow on the object it will give off this particular color so if I have diffuse on right you can see that now the Greek the grout is slightly glowing red right and if I adjust the fluorescent to like 20 it's very very very subtle and you can only really see it in the dark like in this shaded area here you can sort of see it growing glowing now once again we can add all of these together at the same time so they all sort of complement one another spec level do bossiness like that so you get that brick and we can even do a transparency so now you can sort of see through the ground because I used black a black brick and white grout now this is all well and good until we start creating another material so if we do a material scanline standard a lot of the same things apply all right so let's 26 we can do diffuse color let me open this up preview window and expand it out so this is our other one I'll move this over to the side so we can still see it we can mess with this stuff maybe there we go all right cool so I hope you can still see it so we can do the exact same thing so this bitmap is going into transparency and this we call that opacity but see it's inverted so the standard material versus the Ray trace ray trace material is inverted so that's kind of the annoying part the it's not the same so opacity and this is inverted from what the value is in here so a lot of the times you'll just have to sort of figure out whether black is see-through or white is see-through generally white means you can't see through it and black means you can but it's not always the case so a lot of times you will end up experimenting what I want you to do today is I'm going to take this normal bump and I'm put in there I want to take this opacity and put a specular level and this goes into glossiness all right and then what did we do for the bumps already in there the bitmap what is this you have a reflection all sorts of stuff but you'll notice that all of these are basically the same systems they'll come out differently of course but what I need I'll take the glossiness off so we can sort of see it better oh wait no no one will pass these while I was taking off transparency for this one it's called transparency all right cool and then I need the red the glow that usually is called a missive this one doesn't have it yeah anyway you get the idea okay so there's also our general material which is physical material and it has the same sort of setup I'll take these and drag them all the way notice you know I don't have to bring in a whole bunch of new materials I can just keep wiring up to different sections so base color map is this section and I can pre open the preview here for that as well we go it's again this is a physical material our normal bump map goes into bump where there it is our emissive goes into a mission map color map and the amount of a missive activity can be done through here so there we go so this is the mission map versus emissive color so the map tells it how much brightness the color tells it what color to do so that's what this physical material does we got the bump in there already I think yes we can do the specularity I think it's called roughness in here yep there we go we've got highlight and we can do our diffuse roughness and should highlight slightly different and there you go so once again we can double click on this object and then see how it works in the engine but ultimately this is how the map system works so we've got a bunch of different maps here but at the end of the day all of them work basically the same way you just need to understand the terms ok diffuse is always color bump usually refers to normal Maps but before there were there were grayscale maps called bump maps but now we use normal Maps and that they work better because there are three different directions we talked about in the other video your grayscale maps it's a great idea whenever you're creating something that you know you're going to need like a bump map on to create multiple levels of it like the spec usually the specularity map is something that's Gray's the black and white is usually for opacity and it's easy to invert it and make two of them it's also easy to just convert it usually in the engine and the game engine the emissive map is almost always a color on top of black whatever is black will not glow whatever is colored will glow sometimes you need an emission map with color and an emission map without it so like one thing that we were doing earlier like this one we can take this map here and change the emissive map I want to take that and apply it to our object now in the engine or in here you're probably not gonna see it too well but if I render it bender there you go looks pretty cool you get like subtle like where it's glowing isn't quite exactly in the right spots like it's not full grout glow because this particular map isn't quite the full grout it glows a little bit it's a little bit of it you can see it's not as large as the other maps see that's fatter grout than that anyway what I want you to do today is go ahead and experiment with this a little bit and see what happens don't worry about breaking it because you're not going to you've got all these maps to play with you can actually have the emissive map when you render it can render an output on to this plane which is why I made at the begin with also just as a review remember diffuse maps or DM so if you ever turn in a diffuse map it needs to be whatever the file name is I usually start every material with matte underscore whatever the matte material is underscore then DM for diffuse and then for normal SM for specularity and usually specularity and gloss is always white is really shiny black is not a past any maps in 3d studio it changes but in unreal black is invisible and white is visible which makes sense because black is zero and white is one so if something is fully visible that gets a one but in 3d studio it's weird so whatever whatever self am is self illumination so something that glowing anything that puts off light and AO is ambient occlusion once again this is usually a grayscale map okay once again black almost all of them are black-and-white emissive black is not lit white is lit and you can always look at this because it's lit yeah I went there and then that's it so you're gonna experiment with this this is a side by side with just the diffuse map and with the diffuse and normal so you can sort of see what the difference so you're gonna start go ahead and work with this ball you're not actually gonna turn any of this in this week but I do want to make sure that you're comfortable with it so that we can hit the ground running next time alright thanks a lot for watching I will see you next time [Music]
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Channel: Clayton Donnan
Views: 68,705
Rating: undefined out of 5
Keywords: 3D, Studio, Max, 2018, easy, beginner, Crooms, Academy, Introduction, tutorial, slate material editor, material, opacity, emissive, translucency, specularity, glossiness maps
Id: 3y4elPlWsNg
Channel Id: undefined
Length: 23min 15sec (1395 seconds)
Published: Thu Nov 02 2017
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