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Mapping Channels - Max / Viz


JamesTaylor
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Hi all

 

not sure if this is the best place for this thread but i'm sure it'll get moved if need be!

 

does anybody know of any good tutorials or can give a overview of how the mapping channels can used in Viz / Max. I'm going to spend some time trying to figure it out as i think it would be an exterely flexible skill to employ.

 

thanks James

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if you have a multi sub object, you can put a different channel number to 2 diffuse colours maps of 2 materials of the muti-sub-obj, after that you can apply 2 different mappings (at the same object) with the same channels than the numbers of the diffuse maps, so you can apply 2 different uvw mappings to the different faces of a unique object...(thats what i learn, should be more than that)

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I'm aware of using the multi sub object material to apply separate materials to different faces of a single piece of geometry.

 

but....is it possible to use the mapping channels to layer up textures? for example a brick wall may have a brick material applied to channel 1 and then a material containing graffiti applied to channel 2 that is layered over the top of the brick material. since the two different elements of the texture are on different channels they could have different uvw co-ords and be adjusted independently from each other?

 

I may be barking up the wrong tree, so to speak here! so if anyone could suggest how this be achieved, or know of any tutorials i'd be greatful if they could point me in the right dirrection.

 

thanks again

 

James

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figured out what i was trying to achieve.!!

 

by using the composite material we can layer up a number ao simple materials such as a base brick texture, then a material that contains graffiti and finally a third material which could be grime map. by having each material element separate each material can be assigned to a different mapping channel (channel 1,2 & 3) and then the geometry can have three uvw mapping modifiers applied each assigned to a the different mapping channels. Now by adjusting the UVW mapping sizes on the individual modifier only the matching channels material changes its size or placement.

 

i think this will be an ideal way of dirting up a scene and making things look a little more naturtal in our scenes

 

thanks

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