3D MAX TUTORIALS

 

Diffuse Color Mapping

Material Editor > Standard material > Maps rollout > Diffuse button (or Color button for the Strauss shader)

Applying a texture by mapping the diffuse color

You can select a bitmap file or procedural map to assign a pattern or texture to a material's diffuse color. The colors of the map replace the material's diffuse color component. This is the most common kind of mapping.

Mapping the diffuse color is like painting an image on the surface of the object. For example, if you want a wall to be made out of brick, you can choose a map with an image of bricks, such as Bricks.

By default, diffuse mapping applies the same map to the ambient color as well. You seldom need to use a different map for diffuse and ambient components.

It isn't strictly necessary to lock the ambient and diffuse maps. By turning the lock off and using a different map for each component, you can obtain interesting blend effects. But in general, the purpose of diffuse mapping is to simulate a single surface that is more complex than a basic material, and for this purpose the lock should be on.

Procedure

To map the diffuse color:

  1. Make sure the ambient and diffuse components have their maps locked. This button is to the right of the map shortcut buttons for Ambient and Diffuse on the Basic Parameters rollout, and on the Maps rollout in a similar position. It is on by default. When it is on, the map button for the ambient color component is unavailable.

  2. Click the Map button for Diffuse color.

    The Material/Map Browser is displayed.

  3. Choose from the list of map types, and then click OK.

    The Material Editor is now at the map level, and displays controls for the map parameters.

  4. Use the map controls to set up the map.


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