9
1502 Chapter 16: Material Editor, Materials, and Maps
Glossiness Mapping
Material Editor > Standard material > Maps rollout >
Glossiness button
An object with glossiness mapping. The sea appears more
reflective than the land.
Yo u c a n s e l e c t a b i t m a p f i l e o r procedural map
(page 3–997) that affects where s pecular highlights
appear. A map assig ned to g lossiness determines
which areas of the whole surface are more glossy
and which areas are less glossy, depending on the
int ensity of colors in the map. Black pixels in the
map produce full glossiness. White pixels remove
glossiness completely, and intermediate values
reduce the size of the highlight.
Mapping the glossiness component is different
from mapping specular color. Mapping glossiness
alters the location of highlights, while specular
mapping alters the color of highlights.
Glossiness mapping usual ly works best w hen
you assign the same map to b oth Glossiness and
Specular Level. (In the Maps rollout, you can
do this by dragging from one map button to the
other.)
(Glossiness was known as Shininess prior to
3ds Max 3.)
Procedure
To ma p the gloss iness va lue:
1.
Click the Map button for the Glossiness valu e.
The Material/Map Browser (page 2–1447) is
displayed.
2. Choose f rom the list of map types, and then
click OK.
TheMaterialEditorisnowatthemaplevel,and
displays controls for the map parameters.
3. Usethemapcontrolstosetupthemap.
Self-I llumination Mapping
Material Editor > Stand ard material > Maps rollout >
Self-Illu m ination button
Mapping self-illumination
Yo u c a n s e l e c t a b i t m a p f i l e o r procedural map
(page 3–997) to map the self-illuminat ion (page
3–1009) value. This makes portions of an object
appear to glow. White areas of the map render as
fully self illuminating. Black areas render with no
self-illumination. Gray areas render as partia lly
self illuminating, depending on the grayscale
value.
Self-illumination means that the glowing area is
notaffectedbylightsinthescene(itsambient