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Later in the chapter, you will learn a more efficient way to edit the image on the object, known as UVW mapping. Opacity Maps Opacity mapping allows you to cut out parts of an object by making those parts invisible. You can also create wonderful fading effects using Opacity maps. With opacity mapping, you don’t have to model certain details, which can be a real time saver. In this example, you will create a chain link fence. However, you will not model a fence. You will create it entirely from mapping. To make a chain link fence, follow these steps: 1. Open the Chain Link Opacity Map.max file in the Texture Scene Files folder on the companion CD. Open the Material Editor and select a sample slot. First, you are going to add a bitmap to the diffuse color, so go to the Maps rollout. Select the bar next to Diffuse Color. Pick Bitmap from the Material/Map browser and navigate to the Tex- ture Scene Files folder on the CD. Choose Chain Link.tif (shown in Figure 7.41). 2. Go to the Coordinates rollout and change both the U and V Tiling parameters to 3.0. This will scale down the image because the image repeats three times. 3. Apply the Material to the Plane geometry in the scene. Click the Show Map in View- port button. Render and you will see something similar to Figure 7.42. As you can see, the Chain Link image appears on the plane, but you can’t see the objects on the other side. Figure 7.42 The chain link fence is rendered. more mapping exercises ■ 313 Figure 7.41 The chain link texture 97612c07.qxd 2/26/07 2:56 PM Page 313 4. Go to the Material Editor. Click the Go to Parent button to get to the Maps rollout for the parent material. Click on the bar next to Opacity and select Bitmap from the Material/Map browser. In the Explore window, navigate to the Texture Scene Files folder on the CD and select Chain Link OP.tif (shown here). 5. The tiling values for the Opacity map must be the same as the diffuse map; otherwise the transparency of the fence will not line up with the links of the fence. Go to the Coordinates rollout, and change both the U and V Tiling to 3.0. Render to see the results shown here. You can see immediately how useful opacity mapping can be. 3ds Max uses the white portions of the image map to display full opacity, whereas the black areas become trans- parent. If you did not have an opacity file such as the one in this exercise, you could easily create one by painting a black-and-white matte of the color image that you are using for the material. 314 ■ chapter 7: Materials and Mapping 97612c07.qxd 2/26/07 2:56 PM Page 314 Mapping Coordinates An image map is a two-dimensional entity that has length and width but no depth, while geometry in 3ds Max extends in all three axes. How is a material, which contains 2D image maps, applied properly to a scene object? Are the maps projected in a single direction onto the object’s surfaces or do they envelop the object cylindrically or spherically? The answer depends on the type of mapping coordinates applied to the object. Mapping coordinates define how and where image maps are projected onto an object’s surfaces and whether the maps are repeated across those surfaces. Mapping coordinates are applied to objects in several ways. When primitive objects are created and the Generate Mapping Coords option is checked, at the bottom of the Para- meters rollout, the appropriate mapping coordinates are created automatically. The Gen- erate Mapping Coords option is on by default. Loft objects, which are covered in Chapter 5, control mapping in the Mapping section of the Surface Parameters rollout. The Length Repeat value determines how many times the material’s maps are repeated along the length of the Path object, and the Width Repeat value determines how many times the maps are repeated around the shape object. The configuration of the shape or path object is irrelevant to the application of the mapping coordinates; the loft object can create mapping coordinates for any loft object. Figure 7.43 shows a loft object with a simple checker pattern repeated five times along the object’s length and three times around the perimeter of the shape. Figure 7.43 A loft object control- ling a checker map’s repetition in the Sur- face Parameters rollout mapping coordinates ■ 315 97612c07.qxd 2/26/07 2:56 PM Page 315 The UVW Map modifier is a common method for applying and controlling mapping coordinates. You select the type of mapping projection, regardless of the shape of the object, and then set the amount of tiling in the modifier’s parameters. The mapping coor- dinates applied through the UVW Map modifier override any other mapping coordinates applied to an object, and the Tiling values set for the modifier are multiplied by the Tiling value set in the assigned material. Assign the UVW Map Modifier Now let’s take a look at how to apply a UVW Map Modifier in a scene. The following exercise examines the use of the UVW Map modifier: 1. Open the UVW.max file in the Texture Scene Files folder on the companion CD. This scene consists of a wall object with a linked window and two significantly different boxes. MAPPING COORDINATES AND BOOLEANS Boolean compound objects handle mapping in their own unique ways. When only Operand A has a mapped material, that material and its mapping coordinates are inherited by the resultant Boolean object. When only Operand B has a mapped material, the option of applying that material and mapping appears in the form of a dialog box. When both operands have mapped materials, the Material Attach Options dialog box presents several options to use or discard the materials and mapping. Objects that have been collapsed or converted to editable polys, editable meshes, or editable patches do not have inherent mapping coordinates. They must have the UVW Map modifier applied to utilize mapped materials. 316 ■ chapter 7: Materials and Mapping 97612c07.qxd 2/26/07 2:56 PM Page 316 2. Open the Material Editor and then assign the Brick Wall material to the wall object. The material appears on the object in the Camera01 viewport. The problem is that the long wall is approximately 17 feet long and the short wall is approximately 7 feet long, and the Brick map used in the material is only eight bricks wide. The default mapping coordinates for a wall object applies the entire map to any vertical surface of the wall, regardless of how long that wall is. The long wall has eight bricks stretched along its length, just as the shorter wall does. 3. Select the wall. In the Modify panel, expand the Modifier List and then select the UVW Map modifier. The mapping changes and now appears to streak vertically, as shown in Figure 7.44. This is because the default Planar mapping type projects the map onto the object parallel to the plane-shaped gizmo. The vertical lines that appear are the same color as the brick image’s pixels where the surface of the object intersects the gizmo. To fix the issue, con- tinue with the following steps: mapping coordinates ■ 317 97612c07.qxd 2/26/07 2:56 PM Page 317 UNDERSTANDING UVW MAPPING The UVW Map modifier consists primarily of a yellow gizmo that determines how the image maps are projected onto the surfaces of an object. The images are projected outward or inward from the gizmo and extend through the assigned objects to all surfaces. The size and orientation of the gizmos affect how the maps are projected onto the relevant objects. The properties of the different mapping types are listed here: • Planar—Projects the image maps perpendicular to the perimeter of the rectangular gizmo. • Cylindrical— Projects the maps outward from the center of a cylindrical gizmo as if the map were wrapped around the object in two axes. • Cap—Projects the maps to the end caps of the cylindrical gizmo in a planar fashion. • Spherical—Projects the maps outward from the center of a spherical gizmo as if the map were completely enveloping the object. The top and bottom of the image maps are gathered at the poles of the gizmo and may cause some distortion. • Shrink Wrap—Similar to the Spherical method, except that the four corners of the image map are gathered at a single location. • Box—Projects the image in six perpendicular planes from the center of the gizmo. • Face—Applies the image maps to each face of an object regardless of their size or orientation. • XYZ to UVW—Used with procedural maps, such as Noise or Smoke, to control the maps when the object changes size. Figure 7.43 The rectangular Pla- nar mapping gizmo causes the map to streak vertically. 318 ■ chapter 7: Materials and Mapping 97612c07.qxd 2/26/07 2:56 PM Page 318 4. In the UVW Map modifier’s Parameters rollout, select the Box option. The mapping changes to the same state that it was prior to applying the modifier in the first place, indicating that the Box mapping method is the default type for wall objects. 5. In the Parameters rollout, increase the Width value until it is equal to the Length value. This increases the size of the bricks on the shorter wall to match those on the longer wall. 6. Change the U Tile value to 2.5 and the V Tile value to 1.5. This causes the Brick maps to repeat two and a half times horizontally and one and a half times vertically. mapping coordinates ■ 319 97612c07.qxd 2/26/07 2:56 PM Page 319 Acquire Mapping Coordinates In many situations, a material needs to appear the same when applied to several different objects. For example, two different sections of a roof may need to appear with identical map- ping even though they are different sizes. The UVW Map modifier includes the Acquire tool for matching one object’s mapping gizmo to another’s, as shown in the following exercise. 1. Select the BoxShort object. 2. Assign the Brick Wall material and then apply the UVW Map modifier to it. Choose the Box mapping method in the Parameters rollout. The Brick material appears on the box, showing all eight bricks on each side. The bricks are not the same size as those on the wall; this may be more apparent in a rendered view. 3. In the Alignment section of the Parameters rollout, click the Acquire button and then select the wall object. 4. In the Acquire UVW Mapping dialog box, make sure that Acquire Relative is selected and then click OK. Acquire Relative uses the same settings as the target object’s gizmo, but it places the gizmo around the current object. Acquire Absolute uses the same set- tings as the target object’s gizmo, and it co-locates the current gizmo with the target object’s gizmo. 320 ■ chapter 7: Materials and Mapping 97612c07.qxd 2/26/07 2:56 PM Page 320 5. The box’s UVW Map modifier’s gizmo Size and Tiling values change to match those of the Wall object. Rendering the scene clearly shows the matched mapping between the two objects. Locating the Modifier in the Stack As with any other modifier in the modifier stack, the UVW Map modifier is applied to the result of the modifier or object below it in the stack. This must be considered when you are locating the modifier or the preferred result may occur. For example, Box mapping has a different result when it is applied to a box before it is bent than when it is applied after it is bent. 1. Select the BoxTall object and clone it to the right. Be sure to make the clone a copy, rather than an instance or a reference. 2. Apply the Checker1 material to both of the objects. 3. Select the original BoxTall and apply the UVW Map modifier. Choose the Box Map- ping option. The Fit option, in the Alignment section of the UVW Map modifier’s Parameters rollout, shrinks or expands the gizmo to match the extents—or the overall size—of the objects. mapping coordinates ■ 321 97612c07.qxd 2/26/07 2:56 PM Page 321 4. Apply a Bend modifier to the box. Set the Angle to 90 and the Direction to –270. The checker pattern follows the curvature of the newly bent box. 5. Select the second box and apply the Bend modifier with the same settings used in Step 4. 6. Apply the UVW Map modifier and select the Box mapping type. The gizmo in this case fits the extents of the bent box, and not the original box object, resulting in a dif- ferent layout for the checker pattern. As you can see, the location of the UVW Map modifier in the stack impacts the final appearance of the objects. 322 ■ chapter 7: Materials and Mapping 97612c07.qxd 2/26/07 2:56 PM Page 322 [...]... practice ■ 323 97 612c 07. qxd 2/26/ 07 2:56 PM Page 324 97 612c08.qxd 2/26/ 07 2:58 PM Page 325 CHAPTER 8 Introduction to Animation The best way to learn how to animate is to jump right in and start animating You will begin this chapter by picking up the Mobile exercise from Chapter 2, “Your First Max Animation,” and adding animation to the shapes of the mobile You’ll take a good look at 3ds Max s animation... Z-axis The object shoots up and comes to an ease-out, where it decelerates to a stop, reaching its top height The ease-out stop is signified by the curving beginning to flatten out at around frame 70 97 612c08.qxd 2/26/ 07 2:58 PM Page 338 338 ■ chapter 8: Introduction to Animation PARAMETER CURVE OUT-OF-RANGE TYPES There are several ways to interpret the curves of an animation when they are out-of-range,... for the ball (Figure 8.23) Figure 8.22 At frame 0, move the ball to the left of the viewport 97 612c08.qxd 2/26/ 07 2:58 PM Page 3 47 using the track editor–curve editor ■ 3 47 When you created the keyframes for the up and down movement of the ball (which was the Z-axis), 3ds Max automatically created keyframes for the X and Y Position tracks, both with essentially no value To fix it, keep following with... the before and after out-of-range type by clicking the thumbnail of the type itself Figure 8.14 The object quickly accelerates to an ease-out stop In Figure 8.15, the object slowly accelerates in an ease-in in the positive Z direction until it hits frame 75 , where it suddenly stops Figure 8.15 The object eases in to acceleration and suddenly stops at its fastest velocity 97 612c08.qxd 2/26/ 07 2:58... Introduction to Animation In Figure 8.16, the object eases in and travels to an ease-out where it decelerates starting at around frame 69 to where it slowly stops at frame 75 Figure 8.16 Ease-in and ease-out Finally, in Figure 8. 17, the object simply jumps from its Z Position in frame 74 , to its new position in frame 75 Figure 8. 17 Step interpolation makes the object “jump” suddenly from one value to the next... tools, you will find two text type-in boxes The box on the left is the frame number, and the box on the right is the selected key(s)’ value Because more than one key with a different value is selected, there is no number in that type-in box Enter 100 (for 100 percent scale) in the right type-in box, and 3ds Max will enter a value of 100 for the scale in X, Y, and Z for the ball at frame 8, as shown... shown here 97 612c08.qxd 2/26/ 07 2:58 PM Page 3 39 using the track editor–curve editor ■ 3 39 PARAMETER CURVE OUT-OF-RANGE TYPES (continued) Relative Repeat—Used when you need your animation to repeat as in a cycle and to continue building on itself as it cycles Each repetition is offset by the value at the end of the range, as shown here You can select any one of these types for either the before or after... they extend before your first keyframe and beyond your last keyframe The Parameter Curve Out-of-Range Types is opened through the Curve Editor with this toolbar button ( ) The types are the following: Constant—Used when you do not want any animation out-of-range This curve type will hold the value of the end and or beginning key of the range for all frames Constant is the default out-of-range type Cycle—Used... main Menu Bar A few tools are not included in the Mini Curve Editor toolbar, but you can find them in the Menu Bar of the Mini Curve Editor Figure 8. 19 shows the Mini Curve Editor open in the 3ds Max UI Figure 8. 19 The Mini Curve Editor 97 612c08.qxd 2/26/ 07 2:58 PM Page 342 342 ■ chapter 8: Introduction to Animation To edit the curves, follow these steps: 1 Scroll down the List Controller window on the... with notes on its major aspects called out for your information See the “Track View” section later in this chapter for a more thorough explanation of the UI and toolset for the Track View Toolbar Figure 8.18 Tangent Handle Keyframe Menu Bar Selected Keyframe Timebar The Curve Editor Controller Window Tracks Key Status Tools Navigation Tools 97 612c08.qxd 2/26/ 07 2:58 PM Page 341 using the track editor–curve . easily create one by painting a black-and-white matte of the color image that you are using for the material. 314 ■ chapter 7: Materials and Mapping 97 612c 07. qxd 2/26/ 07 2:56 PM Page 314 Mapping Coordinates An. remem- ber, like everything else in CG, texturing takes time, and gaining wisdom with your mate- rials and maps will come with practice. summary ■ 323 97 612c 07. qxd 2/26/ 07 2:56 PM Page 323 97 612c 07. qxd. object intersects the gizmo. To fix the issue, con- tinue with the following steps: mapping coordinates ■ 3 17 97 612c 07. qxd 2/26/ 07 2:56 PM Page 3 17 UNDERSTANDING UVW MAPPING The UVW Map modifier