PDA

View Full Version : 3ds max composite map uv channel query


james120479
02-18-2010, 09:26 AM
Hi,

I am experimenting with composite maps in 3ds Max but having a little trouble with the UV mapping. I have set up a base material which works well but want to add a composite bitmap to give a bit of variety.

I am adding composite by going through the diffuse map and changing it from bitmap to composite as this seems to give more control/options on the type of compsite.

I am trying to add a second uvw map using the 2nd channel to control this composite bitmap but can't get it to work - both maps are controlled by channel 1 and can't get 2 seperate channels for the material.

There is another way to add composite - through the Arch & Design (mi) button but there's no where near the same amount of options or control over this, unless i'm missing something?

Cheers
James

musashidan
02-18-2010, 11:26 AM
The composite map works just like layers in photoshop. You just stack maps/material on top of each other and use opacity, blending modes and masks which propagate up the stack. There is no need to use different UV channels.
There is a good explanation hidden in the magical realm of 'F1 Maxhelp'

EricChadwick
02-19-2010, 02:56 PM
I don't know if this is your problem or not, but multiple UV channels cannot be viewed at the same time in the viewport when using non-DirectX shaders. They render fine, it's only a limitation of Max's realtime viewport display. The same limit applies to the sample balls in the Material Editor display, even if you load your own preview meshes. You can force Max to switch the viewport to use a different UV channel, by changing the channel in a Bitmap map and turning on/off viewport preview, but it's still limited to a single UV for all maps.

james120479
02-22-2010, 08:00 AM
Thank you for your replies, would anyone be able to tell me the difference between these two composite map types and which I should be using to create multiple layers of composite maps?

I like all the different blend options you get with the 2nd composite but I can't seem to use 2 different uv channels with this one the tiling of the map is obvious. I want to use one map with small tiling and a second composite as an overlay with large tiling.

Thanks
James

EricChadwick
02-22-2010, 12:21 PM
The 2nd one is much much better. Much more control.

Your UV problem must be an error on your part, I've used multiple UVs with different tiling/layouts in the Composite map without any problems.

Mayb e you could describe step-by-step how you are creating the two UVs?

musashidan
02-22-2010, 12:33 PM
The first one is the composite material. The second is the newer version: the composite map. Use the second one. As i said above you don't need separate UV channels to utilise it. Put your tiled map in the first slot and build as many layers of different textures on top as you require using alpha masks, blending modes and the opacity function. You could even use variants of the same map tiled differently or colour corrected or rotated/flipped/etc and with different masks (texture masks or procedural.)

Here's a Tutorial (http://www.3dtotal.com/tutorial/3d_studio_max/warehouse_scene/warehouse_01.php)

CGTalk Moderation
02-22-2010, 12:33 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.