8
RGBMultiplyMap 1501
Mixing Curve group
These parameters control how gradual or how
sharp the transition b etween the two colors being
mixed will be. (This really only has meaning when
you have a map applied to Mix Amount.)
Tip: Try mixing two standard materials using a
noise map as a mask for s ome interesting mottled
effects.
Use Cur ve—Determines whether the Mixing Cur ve
effects the mix.
Trans iti on Zo ne—Adjusts the level of the upper and
lower limits. If the two values are the same, the
two materia ls will meet at a definite edge. Wider
ranges give more gradual mixing.
RGB Multiply Map
Material Editor > Maps rollout > Click a M a p button. >
Material/Map Browser > RGB Mu ltiply
RGB Multiply e nhances the texture of the ashtray.
The RGB Multiply map is typically used for
bump
maps (page 2–1347)
,whereyoumightwantto
combine two m aps to achieve the correct result.
This map combines two maps by multiplying their
RGB values. For each pixel, the red of one map is
multiplied times the red of the second map, the
blue times the blue, and the green times the green.
If the maps have alpha channels, RGB Multiply can
output either map’s a lpha channel, or a new alpha
channel created by multiplying the alpha channel
values of t he two maps.
Yo u c a n a l s o m a k e o n e o f t h e m a p s a s o l i d c o l o r.
This tints the other map.
Interfa ce
Color #1, Color #2—Click a map button to assign
one of the maps. The check box disables or enables
the map. To tint one of the maps, turn off the other
map and click its color swatch to choose the tint
color, using the
Color Selector (page 1–157)
.
Alpha From group
The buttons in this g roup let you determine how
to generate alpha for the map. If neither map has
an alpha channel, these options have no effect.
Map #1—Uses the first map’s alpha channel.
Map #2—Uses the second map’s alpha channel.