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1662 Chapter 16: Material Editor, Materials, and Maps
width of tiles, and values less than 1.0 dec rease
it. Range=0.0 to 5.0. Default=1.0.
A value of 0.0 is a special case: When the
Change value is 0.0, no tiles appears in that row,
and the underlying material shows through.
Co lumn Mod ifyWhen on, creates a custom
pattern for columns, based on the values of Per
Column and C hange. Default=off.
Per Column—Specifies which columns to
change. When Per Column equals 0, no
columnschange.WhenPerColumnequals1,
every column changes. When Per Column is a
valuegreaterthan1,thechangeappearsevery
N columns: a value of 2 changes every second
column, a value of three changes every third
column and so on. Default=2.
Chang e Changestheheightoftilesinthe
affected columns. A value of 1.0 is the default
tile height. Values greater than 1.0 increase the
height of tiles, and values less than 1.0 decrease
it. Range=0.0 to 5.0. Default=1.0.
A value of 0.0 is a special case: When the
Changevalueis0.0,notileappearsinthat
column, and the underlying material shows
through.
3D
3D maps are patterns generated procedural ly in
three dimensions. For example, Marble has a g rain
that goes through the assigned geometry. If you
cutawaypartofanobjectwithmarbleassigned
as its texture, the grain in the cutaway p or tion
matches the grain on the object’s exterior. T he
following3Dmapsareavailablein3dsMax:
Cellular (page 2–1664): Generates a cellular
pattern that’s useful for a v ariety of visual effec ts,
including mosaic tiling, pebbled surfaces, and
ocean surfaces.
Dent (page 2–1667): Generates three-dimensional
bumps over a surface.
Falloff (page 2–1670): Generates a v alue from
white to black based on the angular falloff of
thefacenormalsonthesurfaceofthegeometry.
The Falloff map provides greater flexibility when
creating opacity falloff effects. Other effects
include Shadow/Light, Distance Blend, and
Fresnel.
Marble (page 2–1673): Simulates the grain of
marble with two explicit colors and a third
intermediate color.
Noise (page 2–1674):Noiseisaturbulencepattern
in three dimensions. Like Checker in 2D, it is based
on two colors, either of which can be mapped.
Particle Age (page 2–1675):Altersthecolor(or
map) of a particle based on the particle’s life.
Particle MBlur (page 2–1676):(MBlurisshortfor
Motion Blur.) Alters the opacity of the leading
and trailing ends of par ticles based on their rate
of movement.
Perlin Marble (page 2–1677):Analternative,
procedural marble map with a turbulence pattern.
Planet (page 2–1678): Simulates the contours of a
planet as seen from space.
Smoke (page 2–1679): Generates fractal-based
turbulence patterns to simulate the effects of
smoke in a beam of light, or other cloudy, flowing
mapping effects.
Speckle (page 2–1680): G enerates a speckled
surface for creating patterned surfaces that can
simulate granite and similar materials.
Splat (page 2–1681): Generates a f r ac t a l pattern
similar to splattered paint.