This tutorial
will teach You how to use the Noise map to create a nice Rock
texture. First however, let's go over the basics of the Noise
map:
Create
a Sphere with a radius of 100 units in the front viewport. Move
it 100 units to the right, and create a Torus Knot (Extended
Primitives, Base Curve radius=45, Cross Section radius=20). Because
of the many curves and angles in the Torus Knot, we are better
able to see the effects of the texture later on. Adjust the Perspective
viewport so that You can see both objects.
Open the
Material Editor, and apply any material to both objects. Click
on the Diffuse map channel of the material, and choose a Noise
map. The Noise map is a procedural texture, which means that
no bitmap is used (which exist of pixels); instead a mathematical
algorithm (do You know Fractals? The Mandelbrot? It's something
like that) is used to create the texture.
One important
thing to keep in mind when using a Noise map: Play around with
it! Any parameter You might change can have a large impact on
the end result. Usually You will find Yourself trying several
combinations before You get the desired result. Now, though,
on to the individual parameters:
The
Coordinates Rollout
- I won't go into detail on this here, it suffices to mention
that the Noise map has the advantage of not requiring UVW coordinates.
It can be mapped onto XYZ coordinates instead. Mapping types
such as spherical, planar or cylindrical are not required. And
as a result, You won't have any distortion problems, that may
appear with UVW-mapping (especially with spherical objects).
One should be careful when using this mapping type on animated
objects though - the animated objects will 'swim' through the
Noise texture - which will appear to be static ¹. For our
example, we'll let the Coordinates Source be at "Object
XYZ"
The
Noise Parameters Rollout:
This is where the most important settings for the Noise effect
are located, such as the Noise Type."Regular" is a
simple varying pattern between black and white (I hardly use
it). A little more complicated is the "Fractal" type.
The difference from the "Regular" noise, is that You
get more levels with the Fractal noise type. This means that
the transitions between the blacks and whites isn't a smooth
gray anymore, and instead is built up out of more detailed areas.
The more levels You use, the more detail the transitions will
have. Try it: render Your example objects once with the regular,
and once with the fractal noise types. Change the number of levels
for some more test renders. You will see that the fractal noise
type looks just like the regular noise type if the number of
levels is just 1. But the higher the number of levels, the more
"chaotic" the texture will be. The Turbulence noise
type is a bit of an oddball. It is more puffy, more cloud-like,
than the Fractal noise type. Check out the differences... (Image
1 shows the three different noise types from left to right: regular,
fractal, turbulence).
Noise
Size is self-explanatory.
The Noise
Threshold values are very interesting: using the high and low
values, one can change the balance (one could say contrast) between
the two noise colors (which default to black and white). The
"high" value defaults to 1, and the "low"
value defaults to 0. This means that You get smooth transitions,
with little contrast. Choose a Fractal noise type set to 3 levels,
and slowly lower the "high" value down from 1 to 0.
You can already see in the Material Editor preview, that the
white color gains in area over the black color. The other way
around it works the same. The balance is changed...
If, however, You change both values equally towards each other
(high=0.9, low=0.1 / high=0.8, low=0.2), then the balance is
not changed. Both colors retain an equal amount of space covered,
but the contrast between them is increased - gray transitions
get smaller. If both are set as close together as possible (high=0.501,
low=0.499), the highest contrast has been reached - a chaotic
white/black pattern without levels of gray. An example use for
such a thing: imagine the frame for a door, from which a little
paint has come loose. You've got two materials (Paint, and open
areas at which rust has been formed) which You blend together
based on such a high-contrast nose map. In this case You would
set one of the two colors (the paint) to a much lower value (high=0.05,
low=0.49), as it should be dominant on the object. Only small
bits have chipped off (the low value). The number of levels determine
the amount of chaos between the boundaries. For the "chipped-paint-example"
a low amount of levels would be used, as paint chips off in a
fairly regular fashion. You don't need a high amount of small
details.
The high/low
values work a little differently with the turbulence map type.
Revert all values back to their originals (high=1, low=0, levels=3)
and choose the turbulence noise type. It's useless to go over
the above again now, simply try changing the values Yourself
(to be totally honest, I can't really think of the words to describe
the effect). The turbulence noise effect is well suited for tears/cracks
or cloud structures.
Using
the Phase value, You can animate the Noise effect (Press the
animate button, go to a different frame, and increase the Phase
value).
Lastly,
the two color fields: It doesn't always have to be back and white.
You can also mix other colors together, or mix sub-maps using
the noise texture. Whether it's a noise map in a nose map, a
bitmap in a noise map, a mask map with a bitmap in a noise map...
doesn't matter. The Material Editor allows for endless nestings
(with the rock texture, that we will create, we will nestle a
little as well :-))
Here
we go:
You might think that I have MAX opened whilst writing this tutorial,
and am testing that which I am writing down here first. But,
for this rock texture... I have no idea at the moment what sizes
and values I will need to use in the noise texture. These will
become apparent during the course of creating the texture. So
it may happen that we will have to change values later on, which
we set in the beginning.
Drag Your noise
texture from he diffuse channel to the bump channel, and choose "swap".
Give the diffuse color a neutral gray color (128,128,128). Set the following
values for Your noise map: Fractal, Size=1, high=0.6, low=0.3, levels=2.
This will be our base noise effect. Give this map the name "Base
Noise", so we better tell maps apart later on. Now click on the
Type button, currently reading "Noise". The Material/Map browser
appears. Choose a new Noise map, and from the appearing "Replace
Map" dialog, choose "Keep old map as sub-map" - our first
nesting! In the bump map channel of Your material, You now have the
Noise map You just picked, and in its Color #1 map channel You have
Your old Noise map. Your Noise is now a blending of white with a white/black
blend. Name this new Noise map "Crack". Your Material Tree
should now look like that in Image 2 ².
Use the
following settings for Your "Rip"-Noise map: Type=turbulence,
Size=25, high=0.25, low=0, levels=2. To distort the noise a little,
change the x-tiling parameter in the "Coordinates"
rollout to 3. In the "Output", check the "Invert"
option. Make a test render from Your perspective view. The whole
looks more like a dried out plaster effect than rock. It is too
smooth.
We add
a new map: the Cellular map.
It is also a procedural map, just like the noise map. Well suited
for cracks, but also for warts and other skin protrusions. We
will repeat a previous procedure; Make sure You are at the "Rip"
noise map level in the material, and click on the "Type"
button reading "Noise". The material/map browser appears
again, and this time You choose Cellular > keep old map as
sub-map > ok > voila! Our second nesting (there must be
people who can't get enough of these).
Your two-level
nested Noise map is now in the white cell color of the Cellular map.
Using drag&drop, move it from the white cell color to the black
cell color, choosing "swap" when prompted with the "Copy
(Instance) Map" dialog. In the "Cell Characteristics"
area, choose "Chips", check the "Fractal" option,
de-activate the "adaptive" option and change the "Size"
to 80. Lastly, give this new map "Chunks" Your material tree
should now look like that in Image 3 ².
Make a test render.
Hmmmm.... looks more like dried out plaster, wrapped in crumbled
up aluminum foil... Invert the Cellular map by choosing the "Invert"
option in the "Output" rollout, and render again.
Image
4 shows what my material looks like now...
The cracks
are too big. To make them smaller, we decrease the "Spread"
value in out "Chunks" map to 0.25. This makes our cracks
smaller, as a new test-render would confirm.
Still,
the whole looks a little cold. Rock isn't just a dull gray. We
need to color it...
To do this, I
have copied the bump map into the diffuse map channel, and have de-activated
all the "invert" options in my maps (so that the colors I
will give it now won't be inverted, and yellow becomes blue). I have
also swapped the sub-maps ("Rips" and "Base Noise")
in the color channels. Then I assigned colors matching the structure
of the bump map. Stone on the outside has yellowish colors, the thick
cracks from the cellular map have dark, green colors (moss, growing
in the cracks). Should this prove to be a bit dazzling, check out the
example file!
Add a
little shininess to the material, and we're done. Hopefully You're
now enthusiastic about procedural maps and will play with them
some more. As You see, they offer great possibilities...
Have fun!!
Notes
from translator:
¹ To prevent this swimming effect, read
a tutorial on locking down procedural textures.
² Except it will be in the language of the MAX version that
You use, not necessarily German.