Materials and UV Mapping - Getting Started in 3DS Max 2021 (part 8)

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hi and welcome back to another episode of our 3ds max course my name is albert fala and today we're going to talk about materials so we're going to create materials apply them to objects we're going to check out what kind of different textures go on to those materials and i'm also going to show you how to correctly place textures on the geometry so there's different ways to influence how the texture is placed on the geometry and i'm also going to show you how to place different textures on one piece of geometry okay so let's get started the first thing that we're going to do is in max here we are changing the render engine today we're going to use the simple scanline render engine by using stand-up material it's much easier to get started and get used to the way 3ds max works with materials so go in here into render setup and choose the render engine up here it says renderer and switch from the default arnold here to scan line renderer that means now all the materials are all available in scan line render so let's close it and the next thing is we're going to create some simple objects all we need is a plane in top view i'm going to create a plane then i'm also going to take a sphere when you create the sphere it is helpful when you click the button down here that says base to pivot because then the base of the sphere is standing right here on my plane and another box not another box and the box here in the foreground so that is our simple standard scene so unfortunately the sphere has the same color as my plane so i'm quickly gonna change that to a blue sphere good that is the object color only also on my viewports i'm turning the background grid off that is the letter g on the keyboard so when we talk about materials we need the so-called material editor and the material editor is hidden in the shortcut m for material editor so when you press m on your keyboard you can see the so-called slate material editor let's close everything here on the left side side so it looks like mine right now so i've closed all the things and i can see the top one are materials so materials will be applied onto your objects maps are usually parts of materials they can also be used as environments and so on and then some other things and material libraries and sample slots and so we are the beginning only using materials and maps then we have the standard windows column the windows commands up here then we have the view this is where the where the where the materials are getting created so you put them together out of maps out of different influences and then you apply it to something and on the right side you usually can see the parameters of a certain material of a certain map so this is how we start and the first thing is we're going to create the so-called standard material for our object and the first so we go to materials and here we're going to pick the scan line rendering typical material the open scan line and there is the standard material the standard material now already says legacy that means it will be soon removed this kind of old material but we're going to use other types of material later on as well but for right now i'm going to prefer the standard material so pull it out and drop it into your viewport you can roll your mouse and zoom in and zoom out and you first of all you can see you have all kinds of in-going nodes in which you can connect something so you can connect something to this material and on the outgoing side you have the outgoing node which also can be connected to something else when you double click the material and right now it's only one material you can see on the right side the parameters of the material the first and most important is the name the name has to be unique so you can either name it after what material it represents for example concrete wood stone or something or something else or you can name it after the object that you place it on like sidewalk handrail and things like this floor so but just make sure you have unique names the most important let's take the material one the first one that we have created and apply it to an object i've seen many different methods the best way to do is is in the material editor select your material there's only one then in your viewport in any viewport choose one or more objects in which you want to apply the material to and then in the material editor click the button up here that says assign material to selection now the material has been assigned to our plane let's check out the parameters and the most important one for this material is the color because right now it only has a color it's the diffuse color so right next here to diffuse and when you click on this little color icon you can choose any color so let's go for an for a colorful orange and hit okay in this simple shader you can see that the so-called ambient color and diffuse color all the same the specular color are the colors for the highlights but as i mentioned this is a very simple material has no reflection and also not a very nice refraction so we not very nice transparencies um but it's a very simple one so um it's applied to our ground plane here and uh let's let's create another one and apply it to our sphere for example so pull out another standard material name is just by default next one so double click it make sure you have the right one here open here on the right side change the color to i don't know let's say a dark green on a dark dark green something like this and select your sphere and hit apply to selection because when you apply it to your sphere let me quickly maximize my viewport here when you apply it to a sphere it's one parameter in the material that can be seen a little bit better so here's my sphere when you change the specular level you can see that it suddenly creates a highlight and the highlight usually is a bright spot oriented towards the light right now we don't have a light so it's oriented towards us it's just like as if we would have a light on our forehead or a flash on our camera so the light comes from the direction that we look at it and the glossiness here and you can see there is the the graph shows you how this highlight looks like and when you make it uh when you increase the value for the glossiness then it looks a little bit more like a glossy object because the highlights are getting smaller so the more glossy the more shiny an object is the smaller the highlights are so on the diffuse pearl object it's a larger highlight and here it's a smaller and of course you can increase the specular level as well okay so that only works well on on round objects like the like the sphere and a third one for our box and let's just pull out another another object you can place it wherever you want in your ti you can place it next to each other and i usually do it on top of each other or i also make groups by the way you can also create if you have lots of materials in your scene you can also use a second view here so you can create another view to consort your materials double click the material and change the color for this one i'm going for a blueish purple one and apply it to your box so select the box select the material and hit assign to selection okay so this is the way you assign materials to your object so another thing is now you can see all the materials have been used in the scene what happens if you need uh if you by accident or not by accident even on purpose delete one of the materials so let's see i delete a select this material hit delete on my keyboard in my material editor it's now gone but that doesn't mean it's gone out of the scene because you can see here in my uh in my viewport it is still orange so it's still used in the scene so not all materials from the scene are in the in the material editor and also not all materials that you have in your material editor are are assigned to an object so you can keep different versions for example you have a floor and you have two three different versions of your floor you can keep all those versions and you only assign one to your actual floor in your 3d model so how do i get my orange back here is a button and here's a uh this eye drop tool and it's called pick material from objects and when you click on this eye drop tool and then on an object in your scene it brings in your material unfortunately they're on top of each other but that doesn't matter so now they are all all three materials are back so that's the first way how to apply materials so you can anytime get them if you don't have any materials so let's delete all three of them there's also a button material get all scene materials and that can give you back all the materials in the scene if you want to make sure that this the objects don't get the materials don't get lost you have to at least apply it to something if it's not applied and you delete it then it's gone good then we have created a our stand up material we have played a little bit with the let's have a few more looks at the parameters and i'm going to check the green one so i double click it here's my green so we checked out the specular highlight and the glossiness one thing that you can do also here on the top side here's a wire parameter the wire parameter will give you a wire object of course all that also works when you render it but it's enough to see it here in the viewport wire when you render it you can see that it only renders the front side it's not rendering the inside of the sphere so you can only see what looks towards you if you want to see the inside too then you have to click two-sided and then it's rendering both on the inside and on the outside you can remove that if it's a smooth geometry like the sphere here is a button then you can turn it into a not smooth object but only upon render times you can see now every polygon of the sphere has now its own brightness and that's why it looks like a crystal thing here phase map doesn't work right now so the next thing is when you have when you use wires a little tip here when you have wire and let me quickly um let me quickly copy or clone my object so where are we so here is two no let's bring one uh one sphere of sphere it's really bad hard to grab so let's bring it all the way back in the perspective so looking from the top and there it is so i just wanted to bring it into a perspective so i'm in the perspective view and now as i have used wire on my material it would actually mean that the wire in the foreground is a little bit wider than this in the background because with the distance it gets getting smaller if you render it you will notice that it the wire is the same thickness because right now it's both it's all one pixel wide here and here so and if it has the same thickness and is further in the back it looks as if the wire is getting thicker and thicker so what you want to do is if you also the wire should lose its width over distance you uh you choose wire then you go down here under extended parameters and you can find here some parameters for the wire and when you change the units for the wires not into pixels which is the same thickness one pixel all the time but you change it to units then the wire will render in actual units and 0.1 is maybe a little too thick but let's do a 1.0 is too thick so let's go for 0.5 and when i render it you can see it is the same thickness now here and here and in perspective as it is further away it uh it's getting thinner so that is one thing if you use the wire model then make sure you also go in here and check and change the wire to units and not pixels but i'm going to turn it off and i'm going to delete the second box here okay so that is the most important things here let's get started with actually using a picture as a material and i'm going to use it first on the plane so my plane is the top material see if you don't name it so let's just name it plain the material now i know which one it is and i'm going to show you how to use a material on my plane so the first thing is you need the picture that you want to let's uh let's move those two out of the way so here's my plane um you need the picture here inside your material editor and the picture that we're going to use is a map and we open maps and we're going to use one from the from the sorry from the general maps and the general bitmap and the bitmap stands for every picture that you want to place onto it so it doesn't matter if it's a jpeg a gif a png or whatever kind of image also a film can be placed on to your as a material so you pull out a bitmap and place it next to the to the to the i can it right away asks you what kind of picture you want to use i have just taken a couple of them from 3ds max from the library and here is the bitmap uh here uh by the way this little symbol it used to work perfectly there's they have changed something that you get a little preview how the picture looks like but they have changed something that it's uh it's not showing up anymore so let's we have to live with that here's my picture and what i'm going to do is i take the outgoing node and drag it and you get a rubber band and you drop it onto diffuse color diffuse color is the general texture so you use the picture instead of the color remember here's the material that was the color diffuse color up here and now instead of using the diffuse color i'm using the picture you link it by the way this link can be selected and you can break it if you know what no more if you want to link it no more you can see now it's orange again or if i take it and link it again with diffuse color the material shows up in my viewport let me zoom out a bit and you can see the picture of the bookshelf has been placed on my whole geometry so it was a rectangular plane and it will be placed once on the whole plane if i change the size of my geometry so select the plane and go to modify if i change the size of my plane you can see that the texture texture actually act you can see that the texture actually sticks to the to the geometry but we don't want to do this okay so that is the first way the the texture always follows the size of the object if you double click the picture in here you can see it's a picture it's used as a texture not as an environment like where we use the the hdri image in a previous lesson uh you can also when you're in texture you can also use the offset which basically means you are moving the picture so that let's just try it here you can see if you use offset it will be moved to one side and the new picture follows on the other side and of course when u stands for x direction and let's bring that back to zero v stands for y direction so if i change the offset here it will be moved in this direction that is one way to adjust the position of the image for example if you want more than one bookshelf you can also use the tiling if you do one into two then actually there are two pictures used not offset you have to then offset it see or also use two in the other direction and this is how you can create a larger bookshelf with more books on it but then you will see the red books for example they show up multiple times okay so that is the offset and together with the tiling zero oh not zero sorry one of course the default value here is one because you want to use the picture one time and if you need to change the picture by itself here's the path where you found it so click on it and change it for another picture but i'm going to leave it as it is by the way here you can also view the image how did the picture look like and you can also if you want to crop something off so you can crop it here and uh then it's use it uh then it's using when you go to reload i guess oh i did not use apply sorry did so here's apply and now it crops the image and you can hear uncrop it by bringing it back and then it uses the whole image good so that is how you place a texture on an object why does it know how to place it on a rectangle because it's a object that has been created in 3ds max so it knows right away how to place it on the geometry that is the same way for the sphere and the same for the box as well so let's try to put it on the box maybe i have another picture there so let's try the picture on the box so here's the here is the material for our box the purple one i pull out another bitmap i'm going to choose the the windows here and i'm going to link the windows to the diffuse color and it will be applied right away so also here on the box it will be applied of course in a different form it will be applied in the form of a box so it knows that every side now gets the picture exactly one time that means when i take the box and change its size select the box go to modify when i change its size it will also stretch the texture because it always uses it one time on every side if this is not what you want if you want to adjust it by yourself how many times the the picture is placed then you have to do something else and that is you're going to apply a so-called uvw map modifier but before we do this let's do another texture also for our sphere and for the sphere i'm not going to use a picture just like any other picture from the library i'm going to use a so-called procedural picture a procedural map that means it's a map that has been created in 3ds max so something like tiles like a checkerboard like some kind of noise and so on so let's open up the material editor with m and bring the material of the sphere so here it is and now instead of using a map a general bitmap to pick any picture that you want to place i'm trying some of the others or at least one or two of the others and here's one that i'm going to use it's called checker and checkerboard is a very simple black and white checkerboard and you pull it out it says checker out of two colors and you link it to your diffuse color if you look at the at the bot at the sphere and you can see now it has been it got a black and white pattern on it if you double click the checkerboard you can adjust its settings for example here is the two colors let's go for a uh let's go for a green and it's in it's it's a complementary color would be then a yellow so here's a blue and yellow color also i don't want only blue and yellow one or two by do two i also can use tiling for example i use a four by four that means two two by uh four that means actually now i have eight by eight uh a pattern of eight by eight checkerboard uh in on a on a sphere like this i think it's better to use x in x direction a little bit more so let's do eight and four and now it looks like a sphere with uh like the globe with with the parameter with the longitude and latitude okay so that is a procedural map let's get another one not a checker you can just go in here and select it and hit delete so that cuts the uh the connection of the two and i'll bring in something else and that would be for example let's go for tiles if you go further down here's tiles tiles and you link it to your diffuse color tiles now creates like simple tiles double click it and here is the pattern of your tiles i know the tiles of the sphere look a little weird advanced control and here you can choose the uh the tiles and the grout color and you can choose how many so let's make the grout smaller like 0.1 and the horizontal count let's do like 10 by 10 10 by 10 now maybe more 10 by 20 and there it is and also a little color variance that means not all the tiles have the same color so let's do 20 here and that creates a random some random tile onto your sphere okay so that was a procedural map anytime you can just unlink it and link go back to the old one if you prefer this one more good that was a uh how to place the material only the next in the next phase we're going to adjust how the picture is placed on the object we're going to apply this uvw map modifier and check out its settings i'm going to do it to the plane so i'm going to select the plane and right now it already has a material applied to it so it knows how to apply it it's called uv uv coordinates so it already has uv coordinates or here it says mapping coordinates i'm going to give it a modifier so select it go to modify and here from the list you pick the uvw it's all the way down rstu and it's called uvw map not any other they all have uvw in the front so uvw map there is a modifier that allows you to give it a different form projection method of mapping and also adjust in various ways the way the picture is applied to the to the the textures applied to the object right now it's it's planar because it's a plane and it knows planes usually get it from the top the material a few things that you can adjust the first thing is the size of the image so here's the size and you can see it it now allows you to change the size in which the picture is applied what you see here the orange frame with the line here that says this is the top of the image it's called the gizmo and this is the let me increase the width a little bit it's a orange uh frame that tells you where the picture is even though you don't see it outside of your picture it's called the gizmo you can als uh up here where it says uvw map you can open that and here it says gizmo when you click on the gizmo then it turns yellow from orange and when it's yellow then you can move it so you can not only scale it but you can also move it so you can define what part of the picture will be placed on this on the rectangle of course when the picture is uh is the when you reach the end of the picture it repeats again and there's a second picture coming in so that is how you move it you cannot only move it but you can also rotate it so if you don't need want the picture to be like parallel to the edges you can also move it like this you could also move it the other direction but that will distort the image a lot so i'm only rotating it in the in the c axis okay so that is the size also if you need the tiling you can also tile it here let's do two by two oops sorry two by two y is there u v and w because that is when you place the box you wanna adjust all three directions of your texture so that's why you have a three right now i only have a plane so it's uh it's only two of them are the the next one is not doing anything see it's not changing anything so let's leave it at one good so that is when you have a plane you can very simple simply adjust it let me show you something else if i adjust the mapping so that it's really recognizable uh like rotate it and it's tiled and so on don't forget to get out of the gizmo again and now i'll show you something else i'm going to create another plane over here and this plane i'm also rotating the plane a little bit so it's no nobody says yes because it's parallel uh of course now you can also rotate this plane because the texture will stick to the plane but here is my other one and i would like to have the same material on it that is simple the same material means i need the material editor i need my plane to be selected and i need the material not this one sorry it's this one that's my plane so select the material and hit apply now it has the same material but now i want the same mapping directions i want the same direction this one this one one this is important for example if you have a hardwood floor you have a hardwood floor in one room and you want exactly the same tiles the same size of wooden panels also in the other room so you wanna adjust it for one room and then you just take your next room this one apply the same uvw map modifier all the way down uvw map modifier and now you would have to find the same angle the same size of texture the same tiling or you can just copy it from this one here's a button that's called acquire and you can acquire and then click on this one so the question is do you want to apply it relative or absolute relative means the same size and the same rotation angle but it will not match the other the other mapping it will only have the same look over there if it's absolute then it's it's really like it continues on to the other object let's try absolute because it's the most common one i guess so when you choose absolute you can see all the all this the boards will continue over here you can probably see it a little bit better when i bring it closer let's bring it like over here and acquire it again acquire this one and absolute and here you can see it just continues here here and here that is perfect if you have some tiles on the floor or something like this and it continues even in going into the other room uh okay so that is how you apply a planar um uvw map modifier let's go back to this one and this is the box and when you uh when you want to change them the texture of the box you need to uh also apply a uvw map modifier uew map only this time and you can see when you use planar it projects the uh it protects the texture from the top down and this is not what you want because these streaks that you can see here on the side of the box is basically the last row of pixel of your of your picture the last row of the pixels will be pulled down and that's why it has this weird form so what you want is for a box obviously you want a box projection and the box and when you click open this here and go to the gizmo of course the box uh usually will fit the the picture so let's i'm gonna mess it up just move it around a little bit oh let's even rotate it and it's really messed up so here the texture is really messed up don't forget to get out of the gizmo again when you have messed up your texture here's always a reset button that you can reset it to how it was in the beginning that means it fits the box perfectly on all sides if you accidentally change the the size of it only then you can either reset it or you can also use for your box you can use fit in this case it's the same it will fit again to your box but i'll show you when it's not the same so if you when you resize your texture and then you click here on gizmo and rotate your texture and now you click fit you click fit it fits in the rotated version and if you want to go back to the original settings you just have to reset it okay so that is of the box you can do the same thing you can tile it 2 by 4 by 2 for example in this case it's also x and y only sorry i didn't there's no change for the box here and so that is the tiling the rotation of the uh here's also some other uh things that you can check out in the uvw map if you wanna if you want to know more there's different ways but for right now i would say that the fit and the reset and the acquire from another object is probably the most thing that you need uh if you go into the help file press f1 you can get of course information of all the other functions of the uvw map modifier as well so let's um let's try something else and that is uh let's go back to the material editor because there's still a few things that we want to do on our on our material and let's go to the plane and you probably saw that we not only have diffuse color maps we also have other things that we can apply we can link to our material i would like to show you two of them the first one and therefore i'm removing the the i'm removing the the bookshelf so i'm just unlinking it so it now is back to the origin to the orange because and also let me let me reset my uvw map because then it's just one time on it what i would like to show you is the first thing is the bump map the bump map creates a bumpy a rough surface by creating the illusion of some height or depth it's only the illusion so it's not changing the actual geometry as a bump map you usually use um grayscale images so you use a bitmap place it in here and if you see there's a couple of grayscale images so here's one let's go for the tire thread so here's the tire thread and you can see the black and the white so the the the the gaps have the white and the rubber things are black and i take it and link it onto bump map the thing is the bump map is not shown on the in the viewport it is only shown when you hit render then you can see the bump effect so now it looks like as if the black parts get pressed in this is not you cannot create a landscape or mountains out of it but you can create the illusion of a rough surface for example with a brick wall or i have also here some cobblestone so we can do that the bump map uh when you double click your material here double click and you go down to the maps section you can see that all those maps usually have 100 percent only the bump map has only 30 percent so you can also increase the effect that the bump map has on the on the geometry and uh if you increase it then obviously and you render it again it looks like as if it's deeper pressed in but be aware don't go too far because at a certain point it will just look ugly so this is uh not accidentally at 30 percent but it's actually not percent it's per ml because you could go up like really high but when you do this it will soon get uh look ugly and it will look really uh artificial and not very not very nice so let's keep this to uh 50 or so if you want to change the picture to another one so double click your bitmap and then you can load a different image so you in this case i'm going to show you the uh the dots that i have here so the dots they just create little bumps in the in the on the material not really strong actually it's not little bumps but it's uh it's the black is pushed in so the picture looks like this so what it does it pushes in the black parts and leave the white parts as they are what you can do in the material double click the material you can also give it a negative bumps you can try negative 100 that actually pushes in the white and leaves the black out or maybe the black is not pushed in it's pulled out anyway same result uh see it looks a little different now it looks like a hole like a like in a golf ball or so okay so that is the bump map and you can all not only inverse the bumping so minus let's bring this to a positive value which is default but you can also select the bitmap itself and here under bitmap parameters now actually it's not on the bitmap parameters it's on the output here you can also invert the image and then it has the it's an inverted image and now it's actually the same effect as if you would go to a minus 100 or plus 100 okay so that is something that you can you can do all kinds of stuff to the to the picture here and the output and under the bitmap parameters but that is what the uh what the bump map does let's quickly cut the connection between the bump map and the the picture itself and i'm going to show you the next step and the next map here and that is the opacity map and the opacity map now and let's use the same uh this is the black image with the white dots take the image and use it as an opacity map and what it does it turns the parts that are black on the opacity maps turns them invisible you can you probably don't see anything here but what if i take my box here and i'm going to move it underneath my my plane sorry so here's my the box is now underneath the plane and but as it has a transparency map the black parts which are black in the in the opacity map will turn the material transparent and all i have are those yellow dots so wherever it was black it's uh transparent fully transparent and of course smoothly changing to fully opaque if i uh take the picture and again the opacity map double click the material is 100 in this case you cannot go into the negative and also from 0 to 100 so if you want this picture to be inverted you have to double click the picture and down there in the output section you can invert the picture and now it's uh the now the dots are black and the dots are creating holes okay so the transparency map or in this case it's called opacity map the opacity map creates transparent materials wherever it's black okay so that is enough for right now the bump map the opacity map and the diffuse color map of course so the opacity map you can use it for all kinds of if you have a metal with holes in it or if you have a a wire fence that is only made out of wires then you can use the holes in between make them black and then you get a nice uh you can see through it okay so those are the bump map and the opacity map the next thing that i would like to show you in the materials is um the following what if and i'm gonna uh i'm going to stick to my uh box here uh actually i just take the box let's uh select the plane maybe if we need it later on right click and hide selection this one i'm going to delete also the box right click hide selection the sphere and here's my box back i'm also removing the uvw map so this is the original box as it was what i would like to show you now is what if i want um what if i want the material to be on one side to be a little bit larger and on the other side a smaller image you know when whenever there is a uvw map modifier it will always on one on the two sides that are facing each other it will be the same size how can i make uh adjust the adjust the uvw w coordinates for every single plane therefore i'm even destroying the parameter of the box so that you that nobody can say well that was already in the box so here's my box i do a right click and convert to editable mesh it still is applied correctly why because the mapping coordinates are usually in the geometry so if there is no uvw map modifier on it it already has some mapping some mapping information some texture coordinates and even now when it's an editable mesh and if you have seen the uh the video about editable meshes find something will be will be you will recognize again if you haven't seen the video i'll link it for you guys up there make sure you watch the edit mesh video because now we're going into the polygon level and if this is some if this is new for you make sure you check out that so i'm having an editable mesh and i would like to adjust the mapping coordinates for every single side therefore you need a combination of two modifiers not only the uh not only the the uvw map modifier but also another one the other modifier and you select it and check out from the modifier list unfortunately you have to always click twice on the list that's new in max go down and check search for a modifier that is called uh mesh select mesh select is a modifier that by itself does nothing it only selects an object so now the modifier is pl is placed on it and it does nothing and now it allows me to go for example into polygon level it looks like an edit mesh modifier but it's mesh select and you select one side by the way if you don't like that the side will gets red when you select it you can use your f2 on the keyboard and f2 switches between red selection and red only outline i i personally would like to leave it like this because it it's made clear it's clear which side is selected so and now with one side selected so here it says mesh select and i'm inside the polygon mode don't go out this is the only way only time when you're not going out of the of the level and now you add your uvw map modifier go down all the way and choose uvw map modifier so and now this uvw map you can see it by the connection here is only applied to this one face unfortunately it it's projected from planar from the top we want to project it like from its front side and that is called normal align because this face here has face normals that point perpendicular to the plane so you click at normal align and go with your mouse on it and move around a little bit it's not changing a lot because it is still see zero in one direction then you go out of normal align and hit fit and now it fits this side and now when you change the size you can see it only changes on one side on this one side that is selected so let's adjust it so it looks like this this is what i wanted and when you are done you click anywhere else let's do the same thing with the other plane over here select it don't forget don't go back to the mesh select because you need a new mesh select on top so find another mesh select lms select then you go to the polygon level and pick a new polygon this one and now a new uvw map modifier uvw map now it's only on this side normal align click and move around and fit and now you can adjust it to this side only so let's do it like this here's the size let's uh so that's it yeah it doesn't look good but doesn't matter so just different sizes here now the good thing is if this modifier stack is getting too annoying or you it's confusing because you got three four different modifiers you can always select your object right click convert to edit table mesh that means the modifier stack is collapsed but it still looks the same so it means you change the texture coordinates and now they are looking fine because they are in the geometry so they are no longer handled by the modifier they're in the geometry and if you want to adjust it again to its default for example you can place another uvw on top uw map and choose box for example and here it is so this modifier only brings it back to the default but if you turn it off it is the way you adjusted it before with the mesh select and the ubw map for one side uh if this is a little confusing make sure you remember mesh select was the modifier to pick a side and and uvw map to only adjust the coordinates for this one side okay that's good let's delete the modifier here and do something else to the box i would like to here is my modifier i would like to show you something else and for this purpose i'm going to create quickly uh three different standard material materials sorry so here are three different stand-up materials these three different materials i'm going to double click and change their color to so that they look different so here's a lime green one here is a light blue one and the third one would be a light orange so three different colors on my object and now what i would like to do is i would like to show you a method because now we are only able to apply one material to one object so here's one material one object selected i hit assign to selection and now it turns green because this is the green object if i now select the second one and apply it then the green one is gone and the blue one is in all the objects now i would like to show you a method of how to apply more than one material to one object and therefore we have one very specific material it's not here under scan line it's i guess here under general and it's called a multi-sub-object material multi-sub-object material you take it and pull it out and here it is it's a it's a material that allows you to gather 10 materials and place them all on one object in this case double click the the multi-sub-object material in this case i don't need 10 i just need three different materials you can set the number so click here on set number and then use three only so now the material is only three materials and now what you do is you set you take the material take the outgoing node of the material and link it to the in-going of the multi-sub-object material so this is material number one that will be material number two and that would be material number three in order to make it better visible i'm pulling those out a little bit so those three you can adjust it so it's clear which one is which so those three materials go in here and then this one will be applied so now i select my object i select my multi-sub-object material and i apply this three parts here onto one object the question is which part gets applied to which face and that looks a little bit of random it's not random it's uh has something to do with the box itself but if you look at the material the multi-sub-object material has three materials and they have all different ids so every one of those material has a material id one two or three so now all we need to do is we need to give one two three we need to select our object and it's an editable mesh again and i can go into polygon level and select the face and whenever i select one face i can see here somewhere it says material id and this face has material id1 the material ids on the box are randomly distributed from 1 to 6 i guess so 1 2 3 5 and so on so now if i want to apply very specific materials all you need to do is select all sides give them material id 1 for example now they all get material id1 only this one will be material id2 or this one will be material at e3 so you just apply which material goes on to which side and this in this way you can apply more than one material to more than one side of course the texture coordinates have nothing to do with it so when you when you for example take one of the materials let's take material number three and give it a texture so here comes a map i don't know which one it is i think the bookshelf link it to this then of course the bookshelf will be visible on one side because that is material number three which is placed here so now if i select my my object again also this side here and give it material id3 then also here we will get some bookshelf on it don't forget to get out of the polygon level this is not a mesh select you're not allowed to stay in there because that will result in some errors later on okay so that's it for the multi-sub object material again if you're not sure please check out the help file and see what all the what all things that can be done with a multi-sub-object material the next thing is um i would like to do a an example with you guys and that is a totally brand new scene so i'm going to delete this one here and to make it a little bit more complicated what i'm going to do is i'm going for the worst case and that is i'm importing some geometry that has no texture coordinates and that can simply be done by importing some geometry for example from sketchup here's the guy let's kick him out what i want is i'm going to create a little circle it doesn't care how big it is and so uh what i would like to create a a piece of log or a a tree trunk just a little cylinder and the file will be saved so file save as let's place it on my desktop call it untitled that's fine and there it is and here is my file import import from the desktop and untitled it is uh there's unclick textures but there is there are no textures on it and it's a c pointing up that's good input so why is there a cylinder i could much simpler go in here and create a cylinder like this a much better one actually but what i wanted to do is show you a piece of geometry that has no texture coordinates actually uh it is uh it is even is it a group no it's not a group it's just a name named has uh like these square brackets um here's my object so now if i place a material on it and my material editor here it is let me clean that up also i'm going to create a scan line a standard material and in this case i'm going to use two materials i'm going to use a standard material which is the bark of the tree and a second one which is you know well the uh the um the wooden part where you see the rings on it so here's my two materials i need two maps as well so here are my here's one bitmap that will here i've brought the t-rings there's a picture of some t uh some rings let's go this for number two and here's my number one and here's a piece of three part a tree bark i don't know how good it looks and how well it fits so this is the first one let's call it bark and the second one uh let's call i don't know what it's called in english the ring let's link the pictures to it picture here and the picture there and now i need a multi-sub-object material to to connect two of them so here is multi-sub object material double click it set the number to two makes no sense to use uh 10 when we only use uh when we only need two so here is my material number one the bark and number two the wood the rings okay so and this material now goes on to my cylinder so cylinder selected material selected and apply you can see that there is no texture coordinates on it because it actually um it actually has only couple pixels and it's really some noise on it so let's fix the texture coordinates here is my object and when you go to modify it's an editable mesh so we go for the for the version where we use the mesh select first so first we use a mesh select select this piece here and now give it a uvw map modifier and in this case i'm not using planner but i'm using cylindrical because that wraps the bark around it that's it we don't have to do anything only give it a new mesh select mesh select now in the polygon mode i select the top and the bottom here okay good top and bottom use a uvw map while we are still in here uvw map this time i'm using planar and you can see it plug it it's from the top down that looks just perfect to fix it all i just make an editable mesh out of it so why it shows some bark here that looks good or not good we have to adjust it but it doesn't show the rings up there why because the uh the texture coordinates on the right so sorry the material id material id one is the bark so i'm assuming when i go into the polygon level all those are material id1 yes they are the top here is with also material id1 we have to make that two also the bottom here material id2 and now it shows the rings that i have created now all we need to do is fix the bark a little bit here is my material uh my material the bark my picture double click it's only using the picture once so i'm going to change the see when i tile it here in u so let's go for three times and i use the picture three times and also in the other direction maybe two times that's it there is no bump map on it you can also fake the bump a little bit because the wood has darker spots here and those darker spots would usually be pressed in so what you can do is you can use the same picture i know i told you bump maps are supposed to be black and white or gray scale images but you can also use this one if you don't have a grayscale image and you can show you the difference between without and with the bump map so here is my my log this is with the bump map it looks uh much more like three-dimensional let's make the bark a little bit stronger so let's go for let's go for 60. so here is the width bump map you can see it's much more three-dimensional uh let me clone the image quickly so that i have a cloned version and let's remove the bump map here and render it one more time and here's the before and after with or without the bump map the example with the bump map on the right side and without the bump map on the left as it looks much more three-dimensional we could do the same thing uh also with the rings here so use both of them both as bump map and as diffuse color map and then it just looks a little bit more three-dimensional in the rendering so see this looks really uh three-dimensional now okay so that was a simple example how to deal with material i hope it was not too much it's already one hour that i was telling you some stuff but it there's a lot of things that can be done with material materials in 3ds max here's a little uh preview about future videos i'm also going to do one or maybe two videos about materials for arnold renderer so there is a whole bunch of different materials with much more sophisticated ways to deal with transparencies and you have some refraction in it as it so you can re create really realistic glass also reflections are much better down there and i'm also going to show at least one more video about how to create what's called an unwrap material on these unwrapped materials you can place for example all sides of a building on one texture the roof the sides and so on and then like use this unwrapped texture onto your on your geometry it's a really nice thing that also is done in the in the gaming industry a lot where they create materials for their objects okay that's it for the materials i hope you liked it leave me some comments don't forget to hit the like button and if you haven't subscribed yet it's about time to do so okay thanks guys and see you in the next video
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Channel: AF Tutorials
Views: 18,381
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Id: D5Is42jchxM
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Length: 59min 42sec (3582 seconds)
Published: Sun Nov 29 2020
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