3D MAX TUTORIALS

 

Orientation Mapping

Material Editor > Standard material > Shader Basic Parameters rollout > Anisotropic or Multi-Level shader > Maps rollout > Orientation button

Mapping anisotropy orientation

You can select a bitmap file or procedural map to control the Orientation parameter. Orientation controls the position of the anisotropic highlight. Mapping orientation changes the highlight's position. Black and white values have little effect. Maps with a good deal of grayscale values, such as Noise or Falloff, can be very effective. You can also get a good effect using the same map for orientation mapping and bump mapping.

The orientation parameter is available with the Anisotropic and Multi-Level shaders.

Reducing the Amount of the orientation map reduces the map's effect, and increases the effect of the Orientation value on the Basic Parameters rollout. When the Amount is 0 percent, the map isn't used at all.

The effect of mapping orientation, like anisotropy, is not very apparent unless the specular level is fairly high and glossiness is fairly low.

Tip: Using an instance of the same map to control both anisotropy and orientation can give you good control over anisotropic highlights.

Procedure

To map the orientation value:

  1. Click the Map button for Orientation.

    The Material/Map Browser is displayed.

  2. 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.

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


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