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3dsMax: independent diffuse and bump


Lupaz
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Hi,

 

Does anyone know how to do this?:

I have a building, ok? I want to use a big texture for the entire building but I want to apply also a bump map to be presisely placed arround windows. The objective is to have a non repetitive diffuse map and a repetitive bump map.

To place the bump map I need a uvw map, but doing this will repeat the diffuse map also.

I could make a big bump map the same size of the diffuse map, but it will be difficult to place it right (so as if I tile the bump map).

 

Thanks!

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The way you want your building to be mapped is easely done with a multi-sub material in your bump slot or apply a material ID. The more common way is to use two different primitives (boxes) objects. Do you have a special reason why youre choice is for the multibump (new word, copyrighted from now on)...Let me know, just curiousity.

 

Dennis

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Hi dennis,

 

I'm not sure if it was clear what I meant. Or may be I don't understand what you'r saying :p

Here is a building for example:

http://jdarchitect.com/JamesDixon%20Architect%20Website2_files/MerchantsExchange800x6.jpg

 

See that there are repeatitive horizontal lines and dirt on the wall (on the warm -colored part). To reproduce this I thought of making a big dirty map covering the whole wall and a smaller bump map that repeats. Then apply a uvw map modifier to control where the bump map goes, so it fits right with the windows.

I chose a big dirt map so I dont get repetitive dirt (that looks unreal).

If I make a bump map the size of the dirt map, then its hard to possition it exactely where I want.

Is there an other way to do this?

May be I'm making things more complicated than they really are :rolleyes:

 

Thanks again,

 

Guido.

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Hi there,

first thing that comes to me is to map it by using different map channels..

1.Make a material with your diffuse and bump map, but make sure U change your bump map channel ID to 2, for example.

2.Then apply UVW mapping for the diffuse, position it as U see fit.

3.Collapse the stack (very important).

4.Apply new UVW mapping with channel set to 2(the one bum map uses).

5. position the bump map, tiling, etc...

6.render out.

 

Hope it helps.

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Hhmm...i like a good riddle now and then Guido but this is not funny anymore :D You want a dirty brick wall that it!...

 

As said, the blend map is an option but with a little luck you could also use an opacitymap to achieve a cool dirty wall. That's how I would do it. More control over your dirt and where to place it right by just scaling and move around planes.

 

Just produce your clean brick wall and map it accordingly. After that start working with some planes (almost against the wall to avoid shadows between 'm) and apply a dirtmap (easely made out of a noisemap, otherwise brush it in PS). Done...

 

Got quickdirt? If yes, give it a try.

 

Dennis

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VertexART: Yesss!! that is just what I was looking for!! This way you may control the possition or size of the bump map independentely of the diffuse map.

So...collapsing the stack is the trick, huh? That is why I could never apply more than one UVW mapping!

Thanks m8!

 

 

Dibbers: I don't think I get this one. You put a map, same as the mask, in the bump slot of the material 2?

 

Dennis: :D Well, actually I don't care much where the dirt goes; I just don't want it to get repetitive. I do care where the bump map goes. That's why I need a uvw mapping to control it

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VertexART: Yesss!! that is just what I was looking for!! This way you may control the possition or size of the bump map independentely of the diffuse map.

So...collapsing the stack is the trick, huh? That is why I could never apply more than one UVW mapping!

 

I am glad U worked it out! Now, if U need a company logo displayed over the building wall, just use a new channel ;)

Cheers and post some progress..

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Now, if U need a company logo displayed over the building wall, just use a new channel

 

I don't know if you were joking but, in that case, I would have to make a multi/subobject material, right? (because diffuse and bump slots are already taken) Where would you add the new channel?

Anyway, thanks, and I'll try to post the progress (if they let me ;) )

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I don't know if you were joking but, in that case, I would have to make a multi/subobject material, right? (because diffuse and bump slots are already taken) Where would you add the new channel?

 

No, I wasn't joking, then you would make a diffuse into a masked diffuse revealing different mapping. It's a technique mostly used for layering up car decals, for example, as in the picture, with masked diffuse and bump layers(helipad has noise for bump).

No need to go into it more deeply at this moment, I think.

 

Blending can be more flexible and I use it a lot also, but for this simple task as U had, mapping channels sounded better.

Cheers

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