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Download "3Ds Max для начинающих. Урок 6. Карты материалов"

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bump
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2015
RENDERSTORM
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  • ruRussian
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00:00:02
[music]
00:00:08
Hello friends, in the last lesson we
00:00:10
looked at the most important, the most
00:00:12
basic material, Verevsky, which
00:00:14
is called V mtl, the main thing is because
00:00:17
everything is based on it. Well, 90 percent of
00:00:20
the cases we’ll probably use it.
00:00:22
Let’s create a new scene, I won’t
00:00:24
change this one, it will be easier for us to create a new one.
00:00:27
click the corresponding icon, select
00:00:29
New
00:00:30
Don't Save, don't save, go to the
00:00:35
top view on the control panel, group
00:00:39
geometry, tab standard primitives,
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select a box, create a box here in the form of a
00:00:46
top, I won't draw it manually, but
00:00:49
set the parameters from the keyboard; for this,
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select the
00:00:53
entry tab with on the keyboard we enter the required
00:00:56
values ​​400 mm I will put it everywhere
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Make sure that the coordinates are in zeros
00:01:02
this means that the center of the object will be at the
00:01:04
zero coordinate point press the
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CT create button we see the
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box that appears now let's open the
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material editor press the m key on the
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keyboard remember what we talked about in
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the past In the lesson, here in our slots the
00:01:19
V mtl materials are now used. The
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settings of this material are the main ones
00:01:23
that we looked at, this is the color. We
00:01:26
talked about the fact that you can also set a map to this color, this
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is also a reflection, which you can also
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set a
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map to, this blur reflection, you can also
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set a map to almost all parameters
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reflection according to the fr refractive index
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transparency blurring of
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transparency the output color that we
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get color dispersion more precisely when
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passing through the surface of the material
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we can also set the map to many
00:01:58
parameters, see the principle:
00:02:01
Wherever there is such a square next to the
00:02:05
color or with some parameter,
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we can connect the map there by clicking on this
00:02:10
square, if the card is connected there, then there is a
00:02:13
letter m from the English Map, it is
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large,
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if the card is connected but not
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used, that is, it is turned off in the settings, then it is
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small and
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capital So let's see what kind of
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maps are Let's close all the scrolls and
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go to the
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Maps scroll There are all those squares that
00:02:40
are here in the Basic param next to the parameters
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where we can connect cards, these are
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all the squares, in principle, they are here
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and are registered, this is the same thing, that is,
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by adding a card, for example, here in the
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parameter map to the main color, we
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will see that in the form the inscription will have this
00:03:01
card, ours is indicated now we see that the
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cards are not applied because there is
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an inscription here that is, there is no card if we
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click here there will be two options if the
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card is not applied then again a
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familiar window will open for us where we can
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Select a
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card if the card is applied it here it
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will be written Which map then when you
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click we will be taken to the coordinate settings of
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this map, what else do we see in this
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list?
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Well, the first is what it is.
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That is, to what parameter is this map
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applied? The first is the fuzz color, for example,
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the second is the
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roughness of Self illumination is a
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self-illumination reflection gloss is a blurring of
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highlights In general, everything that was there in the Basic
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param and so on, here the same thing is
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signed with the same words, the most
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interesting thing for us is not used,
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remember this is a relief map, it is not
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written down there And this is also in in principle,
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relief But the bump is a pseudo-referendum,
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we see the corresponding value
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is the intensity of our map, that is,
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the strength of the effect, so to speak, if for example we have a
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map applied to the bump relief map,
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then here we can indicate its
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intensity, how much it will
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create a relief effect in the third
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column We have checkboxes That is,
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if we don’t use some card Tim
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vrek we
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press the
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VM will remain here Well, as I said in
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Basic parameters in our squares
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here there will be a small letter m and it’s
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small because the card will be
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temporarily disabled, let’s now use the
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most decent
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for this color so that apply To
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an object it does not need any
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map coordinates, it simply falls evenly there on
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all the polygons for each point of the object,
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roughly speaking, if we
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overlay some kind of
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map on the object. That is, even the same one, let it
00:05:47
be a bitmap, that is, a raster
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image. Well, an ordinary drawing or
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photograph then this map must have its
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own coordinates so that it correctly
00:05:58
overlays our object. That’s why
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there is a concept of map coordinates. Now
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let’s draw a diffuse map, that
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is, instead of the main diffuse color, we
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’ll make a map when we apply the colors. There wo
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n’t be a
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map for this as such. Let's use Photoshop,
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open
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Photoshop, select a file,
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create a Russian-language Photoshop
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for some reason I don't know. For what reason I
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always used the English version,
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this is unexpected for me. I'll try to
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translate for you some points that
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I roughly remember, what is called in
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English, I will translate it into English for you,
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click the file
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New here we switch the parameters in
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pixel this is the size of our canvas enter the
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parameters from the keyboard 400 400 pixels
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by
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400 click
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Oh, here we have created our host with a size of 400
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by 400 on the right our
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layers for you this layer should be called
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Back click on NM with the right
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mouse button and convert it from background, that
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is, from the background to a smart object, here
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I have this item, convert the CP object,
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you can Con Smart
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object,
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now click on this, click on the
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right
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mouse button, overlay is Blend options, something like that is
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called
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here, internal glow, this is in my opinion
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in Glow 1 2 3 4 5 sixth parameter from the top,
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select it, you automatically
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have a check mark It’s on, set the
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color to black, in this box,
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select the black color, not transparency
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Set the
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blending mode to 100%, in my opinion,
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choose instead of the screen, set Normal
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to normal, then what do we do? I'm interested in
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the size in pixels, let's set it a little larger
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and remove the range here, that is, so that
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it is clearer.
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Look something like this so that you
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get a
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black frame like this, click
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Okay, that's enough for us, we wo
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n't do anything else, we'll just
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save this picture, click file Save
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AS
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format select
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jp click
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save I have something like this He
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asks to replace Yes, the maximum
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quality is with this bunch, unscrew and
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click again about Everything we have is saved
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now, you can close oshop Already close
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nothing else, don’t save anything Now
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let’s use our first
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slot, we’ll replace the
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material that’s
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all settings is that we
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set up the transparency, color and everything
00:09:03
else, our BC will be reset, we just do
00:09:06
n’t need it anymore, so let’s
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click on the square in mtl as we
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changed in the last lesson here, just
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click the material, we also select in the
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rollout
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V our mtl material it again as if
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it is applied instead of that old
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material, so all the settings are now
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by default right here right away
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Let's click on the square to
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apply our diffuse map Here,
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instead of the diffuse color, click
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select bitmap this is just a rasto
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image, that is, a regular picture, it
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can be anything here already there are
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presets, that is, well, pre-installed
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pictures in 3D
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Max, look where we uploaded our
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drawing. Here we
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download and select
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it now. Pay attention
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immediately
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to the transfer to the coordinate settings of
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this map, that is, we are now
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at the level
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below our inscription with the material, here the
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bitmap inscription has changed we are now
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we are at the
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settings level of exactly this bit
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map, that is, the image of our image,
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in order to go up a level higher, we need to
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click go to
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parent and it raises us to a level higher
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so that they are thrown into these Uva, I’ll try to
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tell you better in more detail. And you
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concentrate and listen now with
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us to the slotm material
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mtl it is displayed here
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mtl this means that this material
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is the very first
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level to this material in some
00:10:51
parameters, for example color as the
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color of reflections, we can assign
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different
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cards to each
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level of this mate That is, if a card is
00:11:04
assigned to a parameter, it is displayed here
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here, as I said, with the letter
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m, if it is already assigned, then when you click
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on this letter m, we go exactly to the
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level of editing this map
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assigned here, we can change
00:11:19
the coordinates of the maps, set various other
00:11:22
parameters,
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Tito’s path in
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the form, I
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will return it back to the initial one, we click
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again we we find ourselves just at the very
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beginning level, this
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material is also with all other
00:11:40
cards, if the card is not assigned, then we
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naturally do not go to its level when we click,
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but we are offered to simply
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create a card, we can also
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use
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the scroll to
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connect to
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this, there is a specific name of the
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card in brackets a drawing is written, a
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picture of some kind that is used by
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this card. Well, if of course it is
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used, the picture may not
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be used by the card; we also clicked on the one we needed
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and went to its level to the
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level of this card, the selected card, what
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it is, we
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see here the bitmap I I think you will understand this
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if you haven’t already, but everything here is
00:12:29
difficult to get confused. Everything here is very simple
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with these levels, go to the most
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important first level, click to do
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this go to parent this is the level of our
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material now at this stage we
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can already see what the
00:12:43
material is with a diffuse map applied to it,
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for this, double-
00:12:47
click
00:12:49
on our slot, uh, what picture do we see?
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The map is applied. But why is it
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now displayed so strangely, here is our
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picture that we used, it
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should be in the form of such a
00:13:05
square, this is exactly the settings for the
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coordinates of the maps Let's apply our
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material to our box, select the box,
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select the material Slot one and press the
00:13:16
assign S button, that is, assign the
00:13:21
material to the selected one. You can also
00:13:23
simply move the slot to the cube as we
00:13:26
did now, we see that our cube
00:13:29
displays the color diffuse gray but does not
00:13:31
display the map so that it displayed
00:13:34
the map, we need to click the
00:13:37
Show shaded material in viewport button here, that is,
00:13:41
show the material with textures in the
00:13:44
viewport. Now we can already see what
00:13:46
our cube looks like with the material applied to it.
00:13:49
So, friends, why do we have our
00:13:52
big picture drawn in Photoshop
00:13:54
displayed? How many are displayed? small ones, this is
00:13:57
called talin, which I talked about in the
00:13:59
last lesson. This is tessellation of a small
00:14:02
picture with one particular area, that is,
00:14:06
repeating it many times. In order for us to fix this and
00:14:08
adjust
00:14:09
our map to the desired size, we just
00:14:12
need to use the
00:14:14
coordinate settings of this map. First, I will
00:14:16
show you a very wonderful thing, let’s make sure
00:14:18
that our box is selected, go to the
00:14:21
control panel, the second modification tab
00:14:24
modify in our parameters we see two
00:14:28
checkboxes
00:14:31
and Real World Map
00:14:33
Si So what do they mean, the first checkbox
00:14:36
translates to how to generate
00:14:39
map coordinates when creating absolutely any
00:14:41
primitive, be it a sphere box cylinder,
00:14:44
pyramid or cone, it doesn’t
00:14:47
matter 3D Max generates
00:14:50
map coordinates for them, this makes it easier for us to
00:14:53
overlay just our maps. If
00:14:58
you disable this checkbox, then we won’t
00:15:00
see the maps. We’ll have to do everything manually and
00:15:03
set up these coordinates
00:15:05
ourselves for each primitive, it generates these in its own way
00:15:11
coordinates for example for a
00:15:14
Cube it makes a projection of maps on all its
00:15:18
sides the second checkbox is translated as the
00:15:21
size of real world maps in 3DS Mac
00:15:25
there are two modes for map sizes this is the
00:15:28
size of the real world and the sizes in
00:15:32
units if we uncheck this box we
00:15:35
will see a different result the coordinate
00:15:38
maps will already be be applied taking into account
00:15:40
the size of the units, if the checkbox is checked, then taking
00:15:43
into account the real
00:15:45
world, what is the difference between them, essentially the dimensions of the
00:15:48
real world, that is,
00:15:52
we indicate the width and height of our maps in
00:15:54
millimeters in real sizes, such
00:15:57
as those set in in the
00:15:59
settings of our system, that is, in
00:16:01
our in this case, these are millimeters Now
00:16:04
let's set up our map, for this we
00:16:06
will go to the level of editing this
00:16:08
map, that is, next to the diffuse color
00:16:11
where we display the map, click on
00:16:13
this square and go to the
00:16:16
coordinates tab. Here in this line we can
00:16:19
rename our map if the scene is
00:16:21
very there are a lot of materials and a lot of
00:16:23
maps so that we don’t get confused, it’s better, of course, to
00:16:25
come up with unique names. I’ll just
00:16:28
call it diffuse now that I’ve
00:16:31
renamed it. I can see it. I’ll go
00:16:33
to the top level and look. In the
00:16:38
Maps lists, our map is called diffuse.
00:16:40
And the name of the picture that is used is indicated in brackets
00:16:43
in this
00:16:45
map we will talk about this later. So the next thing
00:16:47
we see is use Real World Scale, that
00:16:49
is, use the scale of the real world.
00:16:52
This is similar to our checkbox, which
00:16:54
we put here on the control panel.
00:16:57
Thanks to this checkbox,
00:16:59
we can enter our value, that is, the
00:17:02
height and
00:17:03
width of our map the size is exactly in millimeters
00:17:07
So let's see what they offer us
00:17:11
The first parameter is the
00:17:13
width The second parameter is the
00:17:17
height The width has an indent called
00:17:21
oset that is, this is how much it will be
00:17:24
shifted to one side or the other.
00:17:26
Here is also the back,
00:17:30
that is, by moving it a little, we see
00:17:31
how our map is also
00:17:36
moving to reset to zero
00:17:38
value, we right-click
00:17:40
on the arrow then it will be in the center
00:17:43
So the
00:17:44
next one, besides the offset, as we have analyzed,
00:17:47
this is already an offset. The next point is Say
00:17:52
the size here, we indicate the size of ours in
00:17:55
width and
00:17:57
height, size 25 by 25
00:18:01
mm what does this mean if we now take a
00:18:04
calculator, we can calculate
00:18:07
How much do you remember our cube when we
00:18:09
created it? We specially created it with
00:18:11
dimensions of 400 by 400
00:18:13
mm. That is, if I now take and
00:18:16
divide 400 mm by 25 by our map size, I
00:18:21
will get number 16 This is exactly how many times
00:18:25
vertically and horizontally our map
00:18:27
is repeated,
00:18:30
it is repeated because the Tai checkbox is ticked,
00:18:33
that is, use it as a tiling,
00:18:35
roughly speaking, pave it if I remove this
00:18:38
checkbox, it
00:18:40
is clear that in width it is
00:18:43
no longer repeated 16 times, but just once
00:18:47
since it’s there and everything is in height, it’s
00:18:50
still repeated for the height separately,
00:18:52
uncheck T and then it
00:18:56
appears at the bottom just once, our
00:18:58
map is
00:18:59
so small because it’s exactly
00:19:00
25 by 25 mm in size, the whole cube is
00:19:04
400 by 400
00:19:06
mm, that is, by turning on the
00:19:10
Tai checkbox again, it becomes talin again. That
00:19:13
is, it is repeated, respectively, the
00:19:15
larger the size of the picture we set, the
00:19:17
fewer times it will be repeated. Let's
00:19:20
set, for example, now 100 me in
00:19:23
height and
00:19:26
width, we see it fits only four
00:19:30
times because how since the entire length is 400 mm
00:19:35
and one picture is 100 mm the picture does not
00:19:38
have to be square if
00:19:40
we set the height to, for example, 200 mm then
00:19:44
it will be repeated in height only
00:19:45
twice in width everything remains as it
00:19:48
was now let's set the size
00:19:52
of our picture equal to the size of the side of
00:19:54
our boxing, that is, 400 by
00:19:56
400, we will see
00:20:00
it will completely repeat the size of
00:20:03
our side, we can also use
00:20:05
oset. That is, some kind of shift, for example,
00:20:07
if I move the picture by 200
00:20:12
mm, then it will be
00:20:14
divided like this in half. The same thing in
00:20:17
height If I set it to 200 mm, then we
00:20:20
also shift in height by 200
00:20:22
mm, while it is Tango and we get
00:20:26
such a
00:20:27
crosshair,
00:20:29
then we see that the picture will simply
00:20:31
occupy some part here in the corner
00:20:34
in its entirety, it will not fit here if the size of
00:20:38
our picture is full matches
00:20:40
the size of our side of the box as it is now in
00:20:44
this case. Then we don’t
00:20:45
have to use this
00:20:46
tiling at all because we won’t see it anyway.
00:20:48
Please note that now we are
00:20:51
working with real sizes, that is,
00:20:53
we use this
00:20:55
checkbox to use
00:20:58
modifications correctly you must have The
00:20:59
Real World Map size checkbox is checked;
00:21:02
if we uncheck this box, we will
00:21:04
end up with some kind of incomprehensible
00:21:06
contraption. That is, if we don’t
00:21:09
use real sizes here, then in the map
00:21:12
in the map settings. We shouldn’t use it either.
00:21:15
Let’s uncheck these two
00:21:17
checkboxes and look at the settings Please
00:21:20
note that as soon as we turned off
00:21:22
the use of
00:21:23
the mode, that is, the real world, now we
00:21:27
can set some specific
00:21:31
values ​​for an item such as size, that is, the
00:21:34
size has disappeared altogether, instead of it,
00:21:37
now there is an item of
00:21:40
secrets, this is precisely the amount of
00:21:43
our repetition, that is we can
00:21:46
specify horizontally and vertically
00:21:49
how many times
00:21:51
the picture will be repeated, the name of our parameters has also
00:21:54
changed, now we see here the inscriptions
00:21:56
not Length and Height But unv
00:21:59
What does this
00:22:00
mean in general? You
00:22:03
will quite often come across this terminology
00:22:05
completely, it sounds like uvw these are
00:22:09
map coordinates just like any
00:22:12
three-dimensional object in 3D Max there are
00:22:14
X Y and Z coordinates, our maps also
00:22:17
have
00:22:18
uvw coordinates, they’re just called that, these are three letters
00:22:21
that follow each other in front
00:22:25
and so let’s
00:22:27
check the boxes so that
00:22:32
our tessellation works so that the picture
00:22:35
repeats let's set the value of
00:22:38
one talin equal to one This means
00:22:41
that it will be repeated only once,
00:22:43
that is,
00:22:45
displayed once, if we set the value to 2, then the
00:22:49
repetition will be
00:22:51
twice Now our picture along the axis, that is,
00:22:55
along the width and along the
00:22:57
o,
00:22:59
is repeated
00:23:00
twice in width, so we see one once
00:23:03
in its entirety it is repeated and the two halves
00:23:05
total twice. The same thing
00:23:08
is done along the vertical axis of the card tiling
00:23:12
relative to the center
00:23:13
of the box, this is the square in the center
00:23:17
this is our main tiling card, that is,
00:23:20
filling occurs relative to it in
00:23:22
different
00:23:23
directions
00:23:26
by turning off the parameter, that is, we see it
00:23:30
remains purely ours One card, I’ll turn it on and
00:23:34
back So look how we can
00:23:38
align our map in this case, we
00:23:40
also use offset, that is,
00:23:43
horizontal and
00:23:45
vertical indents can be adjusted, look for the parameters
00:23:49
manually, that is, Until we get to the
00:23:52
right
00:23:53
moment, you can
00:23:55
use your mind to count I can
00:24:00
immediately say that in order to equalize we
00:24:02
need to set the value here to
00:24:05
0.25 And now I’ll explain to you why it
00:24:09
hits us vertically too, we set
00:24:14
025 So now try to think about it I
00:24:18
’ll try to explain to you how we
00:24:20
got this number, see
00:24:22
if I reset offsets everywhere if I
00:24:26
I set the tiling to one,
00:24:31
I see that we have it completely. Well,
00:24:32
it repeats once completely, that is, it
00:24:34
fills our side of the cube. If I want to
00:24:38
move our picture by half the
00:24:41
polygon of this half of the side to the
00:24:43
side, then I have to set the value to
00:24:48
05. That is, we get half
00:24:51
and half of the picture
00:24:54
fits in if we fill it
00:24:59
not once but twice, then accordingly we
00:25:01
will need to lower this
00:25:04
offset value by half, that
00:25:07
is, we set it to
00:25:09
two and here we lower it twice, that is,
00:25:14
025 and we see what gets in. That is,
00:25:17
it turns out twice more filling
00:25:19
with a shift of 0.5, that is, two times
00:25:21
less than 05, the value of
00:25:25
025 is the same story as for a
00:25:30
square with equal sides, that is, for
00:25:33
tan 2 the value will be 025, it is not always
00:25:35
necessary to calculate this, sometimes it’s easier, of course,
00:25:38
Just move it manually like this
00:25:40
correct it, but I think for the first
00:25:42
time, you understand the styling, you
00:25:45
don’t have a question, that is, how to correctly
00:25:48
apply a picture, how to move it to the
00:25:52
desired position, how to fill it,
00:25:55
correct it with the Mirror checkbox that draws it,
00:25:59
that is, the mirror image
00:26:02
can be made separately mirrored for
00:26:05
our horizontal placement and for
00:26:08
the vertical Now I’ll show you what
00:26:10
it means, well, using this texture of ours as an example. Of
00:26:13
course, we won’t see anything,
00:26:16
so I’ll quickly create a
00:26:17
new texture, a new drawing, you do
00:26:20
n’t have to repeat this because well,
00:26:23
we’ll use this Mirror function,
00:26:24
maybe very, very rarely It is
00:26:28
most often not needed So look at this, I’m
00:26:31
showing this so that you understand how
00:26:33
quickly you can change the picture already
00:26:36
contained in our map to
00:26:38
another, for this, here is the path indicated in our
00:26:41
bitmap in the bitmap
00:26:44
parameters rollout, click on it the path to our
00:26:47
picture we see our picture here in the
00:26:50
folder, right-click
00:26:53
open using Adobe Photoshop So we
00:26:57
can edit it,
00:26:59
that is, let’s assume we need to
00:27:01
adjust something, add change
00:27:04
Now I’ll just draw Two
00:27:08
rectangles so that you can see the
00:27:10
picture is asymmetrical so you
00:27:12
can see the mirror
00:27:14
effect, click save as and I won’t
00:27:18
replace our image with the main
00:27:20
diffuse one that we created. Let’s make
00:27:23
Java a little
00:27:27
friend, so we see a new image
00:27:30
in the same folder, we open it and
00:27:34
the image has already been replaced with a new one,
00:27:37
now here in the bitmap param we have
00:27:39
at least the same path
00:27:41
because There is a picture in the same folder, but
00:27:43
the name of the picture you see is already different.
00:27:45
Also by clicking there you can point to
00:27:47
another picture at any time and
00:27:50
change it. So if I now turn on
00:27:54
mirroring along the goon axis,
00:27:59
then we will see such an interesting
00:28:02
effect, see they are mirrored from
00:28:04
each other reflected Here, relative to
00:28:06
the middle of our
00:28:08
plane, if I put a
00:28:11
larger tiling, you will see an even more beautiful
00:28:14
effect: they are reflected like this
00:28:17
in pairs, that is, in fact, this
00:28:20
Central axis is all reflected relative to it
00:28:22
And then after that, this
00:28:25
reflected fragment is repeated many times, that
00:28:29
is that's how it goes Here's this pair
00:28:31
after it The same pair The same pair
00:28:34
is repeated Now let's quickly
00:28:36
go over the other parameters We
00:28:38
won't look at everything in detail in
00:28:40
practice with what we need We
00:28:42
'll come across something more basic - This is the bitmap
00:28:45
here is the path to our image that is
00:28:48
used in this map, a button is needed
00:28:51
if we changed the picture, redrew a
00:28:54
new one, but 3D is not Update the information here
00:28:58
with us, if the old one is contained, click
00:29:00
reload, it simply
00:29:02
reloads it coping placement - we
00:29:05
can replace our picture with the size we
00:29:08
give it, that is, we open View Image,
00:29:12
we see our image What what
00:29:13
this
00:29:15
picture looks like, highlight the desired area with a frame.
00:29:18
If I now click apply, that is,
00:29:20
apply, then accordingly the
00:29:22
picture is already changing. That is, as you can
00:29:24
now
00:29:27
observe, it will show the
00:29:29
range that is selected here parameters
00:29:32
Mono Channel output RGB Channel output And
00:29:35
alp Source are responsible for
00:29:38
We will consider color channels in particular Alpha, the
00:29:41
alpha channel is used in Photoshop to
00:29:44
apply various effects such as depth
00:29:47
of field or to set the
00:29:49
background. And on the last tab, which
00:29:52
is called output, we can customize
00:29:54
how our map will ultimately look, that
00:29:56
is, we can
00:29:59
customize it some kind of color correction and
00:30:03
make the color level higher, for example, or the
00:30:07
relief level Now you know how to
00:30:10
adjust the tiling size of our
00:30:13
bit map and now let's look at the
00:30:17
next few types of maps, we'll
00:30:20
probably start with
00:30:21
relief ones for this Let's create three
00:30:24
materials and three boxes so that we have a
00:30:28
box view we just clone, select,
00:30:31
use the move tool of the
00:30:33
W key, hold down Shift along the X axis,
00:30:37
move the box, select the copy type,
00:30:40
normal copy and the quantity is two, here we
00:30:44
see we have three
00:30:46
boxes, let's create three materials, let's do this
00:30:50
instead of our green ones, these are the materials
00:30:51
we won't need for this we
00:30:54
select the Slot Here is the first one,
00:30:59
click on vay mtl and select
00:31:02
vay mtl from the list again, thereby we
00:31:06
reset all the settings of this material to
00:31:08
default, then we just need to
00:31:10
take this Slot and copy
00:31:13
all the slots to the other two. We need to
00:31:15
rename them so that they have a different
00:31:17
name because Here are our materials, if
00:31:19
you can see them now. They have the same
00:31:22
name. If we start using these materials
00:31:24
in a box, we won’t be able to
00:31:27
use two different materials in different
00:31:30
boxes with the same name. Therefore,
00:31:33
each material should have its own name,
00:31:36
let’s just name it now,
00:31:38
suppose mat 1 ma2 and MA3 our
00:31:42
materials then we won’t have any problems with
00:31:44
them.
00:31:47
We will use a diffuse
00:31:49
map as the main color. This is actually a
00:31:52
picture of a wood texture that I found on
00:31:55
the Internet and cut to the required size.
00:31:58
You can download this picture in the
00:32:02
VKontakte group here in our group there is a
00:32:05
special photo album called
00:32:07
materials for lessons here I will
00:32:10
post the textures we need
00:32:12
or some other things that will be
00:32:15
needed in our lesson here in the description you
00:32:17
can see that this is the texture for
00:32:19
lesson six wood texture just
00:32:21
click open the original right-
00:32:24
click to save the image,
00:32:27
select our Slot ma
00:32:30
1 next to the fuzz inscription, connect the
00:32:36
bitmap map, select the path where we saved
00:32:40
the image, since our diffuse map is
00:32:43
square, just like the side of the Cube, it
00:32:46
will be much easier for us to adjust
00:32:49
the coordinates by removing the real scale,
00:32:52
switch to tiling and
00:32:54
simply put one, that is, the filling will be
00:32:56
repeated once Let's immediately
00:32:59
apply, select this Slot, apply to the
00:33:00
first
00:33:03
Cube now we don't see the texture
00:33:06
because we don't have
00:33:08
Show shaded Mat VIP turned on here, we talked about this Turn
00:33:11
on this button to
00:33:14
see the texture, remember also that we
00:33:16
talked about the appearance of this preview, how
00:33:19
it can be changed because the tree
00:33:22
doesn’t look very nice in the form of a ball,
00:33:25
it’s not very clear how the boards behave
00:33:27
here we simply switch to a
00:33:29
cubic display And so everything is
00:33:34
presented more logically Let’s
00:33:36
do the same with with the other two materials,
00:33:39
firstly, let's move to a higher level That
00:33:42
is, the very first level of the material
00:33:44
Copy the diffuse map, for this you just
00:33:47
need to right-click it right here,
00:33:48
select a
00:33:50
copy, paste it into the next material,
00:33:53
also opposite the diffuse one, paste it
00:33:56
like a regular copy P cy also Switch
00:34:00
the display in the form of a Cube and do the
00:34:03
same with the third material, paste it
00:34:05
as a normal copy and display it in the form of a
00:34:08
Cube and Let's assign each material to
00:34:11
its own Cube, the first one is already assigned to us,
00:34:14
select the second cube, the second Material slot,
00:34:18
press
00:34:19
selection, do the same thing and three Well,
00:34:24
let's even simpler just the third one TM slot
00:34:27
for the third cube, for each of them we
00:34:31
again need to enable this button
00:34:33
Show shed material in VIP That is,
00:34:36
we select each slot for this, even
00:34:40
our objects themselves do not need to be selected, we
00:34:42
just select the required slot and select from
00:34:44
it
00:34:46
SH the next thing we have you Now let's
00:34:48
do this, we'll look at two types of
00:34:52
relief maps, one of them is a relief, the other is a
00:34:55
procedural map, let's
00:35:00
look at them, bam,
00:35:04
ours is an imitation of the relief by creating
00:35:09
shadows, simply that is, without
00:35:11
any geometry, and the display is a procedural
00:35:15
map, it's in ports, it is not
00:35:18
displayed in any way; it creates a relief of the geometry
00:35:22
according to the given map of
00:35:26
ours only during rendering, that is, already
00:35:29
at the final stage. So we will do it
00:35:32
as follows: we will not
00:35:35
apply any relief maps to our first material; we will not apply any relief maps
00:35:37
to the second material; we will apply a
00:35:40
relief
00:35:42
map to to the third material we will apply
00:35:47
Place all the maps we will now draw
00:35:50
in Photoshop by changing our
00:35:52
diffuse map, small manipulations with
00:35:55
it So, first of all, let's copy
00:35:58
our diffuse map just with the left
00:36:00
mouse button drag it to bam And now
00:36:04
we have a third slot allocated for the third
00:36:05
slot we drag it onto the display, we
00:36:08
agreed that for the third material
00:36:10
we will have a relief map precisely by
00:36:14
shifting p Now we go to the settings of
00:36:17
this map, respectively, click on the
00:36:20
button next to it,
00:36:23
click on
00:36:26
where the path to our
00:36:29
picture is, see our picture in
00:36:32
the browser that opens, right-click on it
00:36:35
and choose to open using
00:36:38
Photoshop If you watched my last lesson,
00:36:41
you probably heard how briefly I
00:36:43
talked about our
00:36:46
maps, what they are, in
00:36:49
principle, all the maps that we see on the
00:36:52
Maps rollout. Now I
00:36:56
will show you such as py
00:37:00
bam reflection lek there transparency they they
00:37:03
all operate on the same principle; they are
00:37:07
usually connected to black and white images. That is,
00:37:10
it is either a bitmap with a black and white
00:37:14
picture or gradient fills are also
00:37:16
black and white, some
00:37:19
specific principle of operation, they
00:37:21
all have the same effect where there is white color
00:37:24
this card has the maximum
00:37:28
effect there is no intermediate all colors are
00:37:32
gray different tones the lighter the
00:37:35
effect will be greater in the example Now I
00:37:39
will show you here on request for Black and
00:37:42
White pictures we find here some cards here is a
00:37:44
good example look at the picture
00:37:46
This one is initially flat It is
00:37:49
black and white
00:37:50
from
00:37:52
it we get such an interesting
00:37:56
relief car displacements the visualizer
00:38:00
calculates the white colors the brightest this is the
00:38:03
highest displacement the blacks are
00:38:05
completely without displacements Well, the whole gradation
00:38:08
all
00:38:09
the shades also turns out to be a more
00:38:12
or
00:38:14
less relief here we see other examples too, that is
00:38:19
the principle I think to you it’s
00:38:21
clear thanks to the displacement map, you
00:38:24
can even get the same results.
00:38:28
As you understand now, our task is to make a
00:38:33
displace map, for this we need to
00:38:35
make from our image just the
00:38:37
same
00:38:38
black and white where everything that is black
00:38:42
will be less convex than everything that is
00:38:46
lighter or white In general,
00:38:48
we’ll probably draw two maps at once and a bump, our
00:38:51
relief and a displacement map, they operate on the same
00:38:55
principle, so in
00:38:58
principle they are created so as not to
00:39:00
waste time right away and we’ll make them, go to
00:39:03
the image mode, that is, Mo and select the
00:39:08
Serov gradations in English, in
00:39:10
my opinion it’s like- that’s what it’s called, click
00:39:15
apply for the card, bam, in principle, this is
00:39:18
already enough. Only the only thing I
00:39:20
would like to do is these places between the
00:39:23
boards that are IT
00:39:26
more, they are a shadow without casting the
00:39:34
contrast, and just turn
00:39:37
the contrast up a little,
00:39:39
let’s do this and
00:39:42
darken the brightness a little more or less enough I think
00:39:45
even Let's set the assignment
00:39:46
probably minus 50 and 50 too much
00:39:50
contrast is also not
00:39:53
needed click file save
00:39:58
select the
00:40:01
jp format with the same name leave it just
00:40:04
add probably bam so we don't get
00:40:06
confused this map bam will be the
00:40:10
maximum quality save click
00:40:12
Okay now we need to create the
00:40:16
displacement map, as I said, each point is
00:40:20
black, it will not be a convex fragment, there is no
00:40:26
effect, it is convex, look how
00:40:29
much noise we have on this texture, you can clearly see
00:40:31
a lot of points. This is not very good; it
00:40:34
will be a rough
00:40:36
surface, it will look very rough. So we need to smooth them out
00:40:38
a little for this I I’ll just set the contrast
00:40:40
to a minimum, I’ll set it to minus 50
00:40:44
and also turn down the brightness so that there
00:40:49
are fewer white areas like this. Let’s
00:40:52
make the picture a little darker and make it darker.
00:40:55
To do this, we’ll use the Expo
00:40:57
button where the plus and minus signs are drawn and
00:41:02
tweak it a little, you can also
00:41:03
experiment here and also
00:41:06
twist it like this Dark We
00:41:08
don’t need a bright card because the displacement
00:41:10
there will be
00:41:12
small, I think that’s enough. Let’s
00:41:14
save
00:41:16
now, too, select the JPEG format and
00:41:21
call it
00:41:23
displacement, well, I’ll just
00:41:26
write Photoshop for short, we can now close it,
00:41:29
we won’t need it. So, what we
00:41:32
got here are three cards, this is a diffuse one
00:41:34
us was originally from not we made a bam
00:41:40
IPS map now in the bitmap Image F window in 3D
00:41:45
Mac We select our Display card I want
00:41:48
to note that the map display can
00:41:52
only be one Vote That is, we
00:41:55
now have the texture
00:41:57
displayed accordingly Only this
00:41:59
map is diffuse
00:42:02
if we will now go to the
00:42:06
placement menu, that is, our displacement map is there
00:42:09
and we will also turn on the
00:42:11
display of this map, then we
00:42:13
will see our displacement map
00:42:16
exactly at the same time. We
00:42:19
cannot see several maps, therefore, it is more logical, it is
00:42:21
more expedient to always use the
00:42:24
diffuse map, the rest must
00:42:27
be read
00:42:29
and drawn. Now let's To our
00:42:31
material of the middle box we will use a
00:42:34
bump relief map, for this we will go to the
00:42:38
first level to the topmost level of our
00:42:41
material in the
00:42:43
maps rollout, take and copy
00:42:48
our Place, go to the middle material and also
00:42:53
insert the map into the Maps rollouts but not into
00:42:56
the display Where did we get A in bam
00:42:59
paste it like a regular copy P
00:43:02
Copy go to the editing level
00:43:04
of this map
00:43:06
Bam and in the bitmap param where the path to our
00:43:11
picture is indicated click and select bam
00:43:15
that is, you and I have now
00:43:16
quickly replaced our picture instead of
00:43:19
displace put
00:43:21
bam now we have a map assigned to the middle material
00:43:26
bam our third material is assigned a
00:43:29
displace map and the first one is only
00:43:32
diffuse without relief
00:43:35
maps so that all this is well
00:43:38
displayed beautifully That is, all the shadows are relief and
00:43:41
so on we need to make at least
00:43:43
several
00:43:45
light sources Let's go to the view top key
00:43:50
T on the creation panel I will create
00:43:54
a plane enough big,
00:43:59
immediately apply some
00:44:01
color to it, let it be in the second slot, we do
00:44:04
n’t need it either. I’ll click on mtl, select
00:44:09
this
00:44:12
material again, all settings will
00:44:15
be reset, I’ll just make it a little darker
00:44:18
and assign it to our
00:44:22
selected plane. Now I’ll
00:44:24
create a light source on the
00:44:30
V type tab, select
00:44:33
spherical here
00:44:36
the type is switched, I’ll create three spherical
00:44:42
lights on the modification panel, for each
00:44:45
color we’ll set a lower intensity, I’ll set
00:44:51
the intensity of the light somewhere around 4 to the side ones. I’ll set the light intensity to what will
00:44:54
shine from the front to 10
00:44:58
and raise the light sources A little higher
00:45:00
above the plane, to do this, hold down Ctrl
00:45:04
while holding the control and select them all
00:45:06
with the tool we just raise the movements
00:45:07
higher here. Please note. I
00:45:10
want to position the camera so
00:45:13
that the material that has
00:45:15
displacement is located closest to us,
00:45:16
that is, from this side
00:45:19
it can be seen by selecting the object, we
00:45:21
see the material that is taken, that is,
00:45:23
this is the mother of which,
00:45:28
that is, Us we need this
00:45:31
side to be closer to us, that is,
00:45:34
this is the angle of the camera, so
00:45:38
probably now we need to change the light source a little
00:45:39
because
00:45:42
this one is on the side, even from the
00:45:44
back side it shines a little here,
00:45:47
I’ll put it smaller,
00:45:49
this one has more
00:45:52
this will be the front
00:45:55
light source e VD so that it shines a little from that
00:46:00
side and seems to create a shadow on us in
00:46:04
our direction. Well, something like this, I think
00:46:09
it will do, let’s
00:46:12
now make a test render, set
00:46:16
the camera to the desired position and press Shift Q, that’s
00:46:19
what we got the very first box we have
00:46:22
without relief maps the second Wednesday we can see a
00:46:28
very nice result, that
00:46:29
is, the shadows of the board cast a little
00:46:33
relief, such a small one is exactly
00:46:35
what should be in the third case, and
00:46:39
here it looks terrible, such an
00:46:41
incomprehensible roughness, all this is because of the
00:46:44
very small points of which I tell you
00:46:46
explained in Photoshop that they will
00:46:48
stick out very much with this Boro, you can use
00:46:52
kami options, firstly,
00:46:55
I do. Here we can generally see this is
00:46:59
all
00:47:00
madness, how can we fight this,
00:47:03
firstly, we can make smaller
00:47:06
displays, we have to go in our
00:47:09
slot in the third where There is a map of displays
00:47:13
and remove the intensity, it is now set
00:47:15
to 100, we can make it smaller,
00:47:17
for example 30, then our protuberances will be
00:47:20
three times smaller, approximately, that is,
00:47:22
instead of 100 intensively 30 secondly If
00:47:25
you know how to use Photoshop
00:47:27
well enough, you can redraw
00:47:29
this map a little and correct it there is to
00:47:31
remove all these points of noise that are not
00:47:33
needed, just smooth them out,
00:47:35
leaving these gaps between the boards that we need, the
00:47:40
black knots where they are cut, also
00:47:43
leave them black, and the rest, well, with such
00:47:47
a filling of a more or less uniform
00:47:49
one color, then there won’t be these
00:47:52
jumps, a lot of noise in general, I already
00:47:54
told you that we will use displacement
00:47:57
very rarely; in principle, it is for things like this:
00:48:01
the relief of boards, or bricks
00:48:04
is not necessary. Because
00:48:06
if the camera angle is set from a sufficiently
00:48:09
large distance, then a
00:48:13
bump of the relief will be enough; it is
00:48:16
calculated and looks much faster It’s also
00:48:18
realistic if we need to make some complex patterns on an object, let’s
00:48:20
assume some complex
00:48:23
patterns that are difficult to model, it’s
00:48:26
much faster to draw there in
00:48:29
Photoshop, then we can use
00:48:31
displacement, it’s just needed in principle
00:48:35
for close-ups like this when we’re
00:48:39
rendering an object at close range. Let’s
00:48:42
now look at another map
00:48:45
reflections To do this, we do
00:48:47
n’t need to draw anything, we’ll just take and
00:48:50
copy our map bam as we already
00:48:54
did from the Maps rollout, copy and
00:48:57
paste it into the map next to the inscription
00:49:01
reflect
00:49:03
reflection here follows the same principle,
00:49:05
this map works That is, all
00:49:10
areas
00:49:12
will be black without reflection, the lighter they are, the
00:49:18
larger the reflection will be. Let's also copy and paste this reflection map a
00:49:23
third of the
00:49:27
vow and make a test render, insert
00:49:31
refle, paste as a copy, here is the result
00:49:35
that we got on the two boxes closest to
00:49:38
us, the reflection map is applied,
00:49:42
it is completely the same as the
00:49:46
Bam map and on the First, on the object closest to us
00:49:49
that uses a
00:49:51
displacement map, we set the
00:49:54
displacement intensity to 30. Are you wondering what this
00:49:58
pale spot is? This is a
00:50:01
Light source Yes, by default they
00:50:04
are rendered in our scene, this can be
00:50:08
turned off by selecting our light source in the
00:50:11
light source settings we check the
00:50:15
Invisible box, that is,
00:50:17
invisible on the render, it will not be visible
00:50:20
next time, so what else do I
00:50:23
want to tell you, as you understand, I have already
00:50:26
focused your attention on this, that all
00:50:29
reflection maps and transparency display,
00:50:33
that is, relief displacement maps,
00:50:38
all these maps they are used
00:50:41
according to one principle. That is, it is a
00:50:42
black and white drawing of some kind; this drawing
00:50:46
can be inserted by us somewhere,
00:50:49
taken from the Internet, drawn in
00:50:51
Photoshop, and so
00:50:52
on. Besides this, it may also
00:50:57
not necessarily be a bap drawing. But this could
00:50:59
be some kind some kind of procedural map or
00:51:03
gradient fill, now I
00:51:06
’ll tell you about this too, a little later separately, in general, a
00:51:10
display map is usually not drawn. Well, it’s rare
00:51:13
when this happens, usually they take it bam, that
00:51:17
is, they drew one map bam like this in
00:51:19
black and white, you can
00:51:22
use it for everyone else too How
00:51:27
to reflect if it is needed for a
00:51:29
map For example, if you need it too, that is,
00:51:33
usually they don’t make a bunch of them, but use
00:51:35
one for different
00:51:37
purposes, if you
00:51:43
use a drawing like this as a displacement map, bam, then
00:51:47
it’s clear that it itself is lighter than the
00:51:50
more light areas it will be it’s much
00:51:52
stronger to create a relief. Therefore, if you
00:51:54
use such a map, then you should
00:51:57
set the display lower in the Maps rollout settings.
00:52:01
In this case, probably even
00:52:03
somewhere around five
00:52:06
intensity because the map is very
00:52:10
light now. Let’s try with
00:52:13
these settings,
00:52:15
bump map intensity
00:52:17
five, I’ll try to make a render Let’s just
00:52:20
see that our spherical light source is no longer rendered,
00:52:25
and as you
00:52:28
may have noticed, the relief is so
00:52:31
large that if you enlarge
00:52:34
the image now, I
00:52:37
’ll show you closer parts of these very convex parts on the
00:52:41
front
00:52:43
box. That is, how it turns out now in
00:52:46
our
00:52:47
situation, here this picture is
00:52:50
lighter Lighter with an
00:52:52
intensity of
00:52:55
one
00:52:56
turned out to be more prominent than this
00:52:59
Dark one with an intensity of 30
00:53:01
units now Let's launch
00:53:05
Photoshop again Let's draw one map there
00:53:09
using a gradient
00:53:11
fill, press file
00:53:15
New create, select 400 by 400 pixels, it
00:53:21
will be enough for us here we have a gradient
00:53:24
fill there is n, we choose such a radial one,
00:53:28
that is, a
00:53:33
round one, draw it somewhere arbitrarily
00:53:35
approximately in the middle and see what
00:53:37
happens. If you see this
00:53:39
result, it means we are not satisfied with it
00:53:42
because we need a
00:53:45
white circle in the center and black on the sides because it is
00:53:48
convex it should just be in the
00:53:50
center, for this we press inversion,
00:53:53
check the box here at the top and draw
00:53:55
again.
00:53:59
Now you will see, on the contrary, that everything on our
00:54:01
sides is black, that is, it will not be convex
00:54:03
in the middle, white, that is,
00:54:06
convex Let's save this
00:54:11
picture, call it something
00:54:14
02, it doesn’t
00:54:16
matter, we save it in
00:54:19
jp format, also in maximum quality, mmm
00:54:22
Oh, now let’s move back to
00:54:28
for our third slot this ma 3,
00:54:32
which is the material
00:54:33
called
00:54:35
Place, let’s change that is, let’s go to the
00:54:37
map editing level
00:54:40
Place, select here the path to our
00:54:43
picture that uses this
00:54:45
display, select ours here is a
00:54:51
drawn ball. We see that, in principle,
00:54:54
nothing is
00:54:55
visible if we turn on the display of our
00:54:58
texture map of this bitmap for the
00:55:00
display at the level of editing the
00:55:03
displays map, we will see what
00:55:06
this texture is
00:55:11
like. Let's press render and
00:55:14
see what
00:55:15
we get. in the render, here is our
00:55:19
result, the display is almost invisible
00:55:22
because the intensity of this displacement map
00:55:25
was very small. Now I will change
00:55:30
the intensity to about
00:55:34
50 and CHP again, now the relief that
00:55:38
we got with the help of our
00:55:39
displacement map dis will be noticeable much more strongly.
00:55:45
Let's consolidate your knowledge
00:55:48
about the displacement maps of the relief maps about
00:55:51
how we can
00:55:53
make the desired picture in Photoshop, we will
00:55:56
now look at the example of one
00:55:58
pattern that I found on the Internet Here is such an
00:56:00
interesting work,
00:56:02
you can also download it from my
00:56:05
VKontakte group materials for the sixth lesson
00:56:08
So what do we need to do Let's
00:56:10
first of all talk about how we can remove a
00:56:13
map we don't need that we don't want to
00:56:15
use. Now we have a
00:56:17
reflection map called refle, right-click
00:56:21
on the button with the name of the map and
00:56:27
now it's just cleared if you do
00:56:30
n't want to completely delete the map but
00:56:32
temporarily disable it, as I already said. To
00:56:33
do this, you can uncheck this box, then it will
00:56:35
be rendered, this map will not be rendered. So
00:56:38
let's
00:56:39
go to the third level of our material,
00:56:43
click on the path to our
00:56:46
picture that we used,
00:56:48
go to the folder where we downloaded our pattern,
00:56:52
open it using Photoshop,
00:56:58
if the message appears,
00:57:00
choose this leave the topmost point
00:57:02
unchanged, that is, do not change the color of the
00:57:04
color scheme of
00:57:06
the file So what we see is our
00:57:09
picture, it looks a little different from what
00:57:12
we need because we need a black
00:57:15
background and a white pattern, just the pattern will be
00:57:17
extruded, imagine
00:57:19
the relief for this is enough
00:57:21
simply press Ctrl I on the keyboard, this is an inversion of
00:57:25
the color,
00:57:26
so we just
00:57:30
invert it, shade it a little so
00:57:32
that there is no white color as such,
00:57:35
otherwise the displacement will be too strong,
00:57:37
for this we press exposure, here is the icon
00:57:41
where the plus minus sign is drawn, the top
00:57:44
exposure slider itself
00:57:48
is moved
00:57:49
Let's
00:57:53
manually
00:57:55
see
00:57:57
this white we need to save the picture,
00:58:00
click save
00:58:02
as in
00:58:05
JPEG format Let's just call it disp oh,
00:58:08
probably even further, click on the layer with
00:58:13
our background with the right mouse button and
00:58:14
select merge visible merch
00:58:18
visible Thus, we apply
00:58:21
the effect of our exposure; this
00:58:24
becomes one common layer,
00:58:27
right-click button again on it
00:58:29
and choose to create a duplicate layer, that is, in
00:58:32
English it should be called duplicate
00:58:36
L, click
00:58:38
OK to the top copy of the background to our layer,
00:58:43
we apply the blending options
00:58:45
blending
00:58:48
options here we are interested in Gradient
00:58:51
gradient overlay here it is Select the
00:58:58
radial type and we see how it will be
00:59:01
We need to look the other way around, so that on
00:59:03
the sides there is a black color closer to the center,
00:59:06
white is lighter, for this we click
00:59:09
here inversion, put a tick in the inverse
00:59:16
blending mode, you can choose the shelf Which one is
00:59:18
more suitable for us, here is the multiplication
00:59:20
of the more
00:59:21
suitable, it is called in
00:59:25
English more, we will put
00:59:27
approximately probably
00:59:30
114
00:59:32
about this result we have and save
00:59:35
it also the file Save
00:59:38
As again in
00:59:41
jp and call it Let's disp 2
00:59:46
save Now let's insert our
00:59:51
picture select
00:59:55
e now apply to the material of the
00:59:57
rightmost box to it Let's apply
01:00:00
disk
01:00:04
2 intensity displacement set to
01:00:09
100 here Because in the pictures
01:00:12
there are no white flowers as such, there are gray ones,
01:00:14
so you can safely put 100, there
01:00:17
shouldn’t be too much
01:00:21
extruded material, select also
01:00:24
delete the reflect card with the
01:00:26
right button on it, press it,
01:00:28
select Clear clear in bam, paste
01:00:33
our copied map, that is, in the
01:00:35
second case we will also have this
01:00:40
map Here it’s from shading,
01:00:44
but here we insert it not into
01:00:47
the displacement, but into the bump and Let’s increase
01:00:50
the intensity But
01:00:56
these two
01:00:58
options and the very first material will be different Let’s
01:01:02
also go to S
01:01:08
Maps, here we only used a
01:01:10
diffuse
01:01:12
map, we will now insert displace into the material,
01:01:17
that is, displacement
01:01:21
We also insert the relief map with deep 2, but we go in and
01:01:25
change it here,
01:01:26
which is not an idea, the usual one is in a
01:01:29
uniform
01:01:30
color, so black and gray,
01:01:35
so that’s it. Let’s press render and
01:01:39
see
01:01:40
the result. So this is what we have, look at the
01:01:43
very first picture where the pattern goes in a
01:01:47
uniform gray color. all
01:01:50
squeezed out to one
01:01:51
level BC, this is very sry.
01:01:57
It’s not clear at all, the pattern is unreadable, this is
01:01:59
due to the fact that there are too many of
01:02:01
these lines, thin and curly,
01:02:06
that is, patterned, if we made the display
01:02:08
smaller Well, probably about 10
01:02:11
somewhere, the extrusion would
01:02:13
look barely barely extruded, but the pattern
01:02:16
would be readable at least in the next
01:02:18
version.
01:02:19
We use a bump map in relief,
01:02:23
also with a pattern like in the third
01:02:26
version, that is, the shaded one has a smooth
01:02:28
gradient
01:02:30
transition, here we see shadows, there is no relief, that’s why the
01:02:34
bump map
01:02:36
is called a pseudo-referendum
01:02:57
and the third one our version is a dispersion with just a
01:03:00
soft transition. Here you are here in the upper
01:03:02
part, you also smoothly see that
01:03:05
at the top the extrusion of the relief
01:03:08
occurs more than in the corners and smoothly
01:03:10
fades towards the
01:03:12
sides of our
01:03:17
Cube, that is, now I think you know
01:03:19
how useful these
01:03:22
maps are, our lesson is already almost come on
01:03:26
a little bit, I’ll just tell you briefly now.
01:03:28
If you noticed all the
01:03:31
maps that we have now
01:03:33
used, both reflection and diffuse and a
01:03:37
relief map, this is all a type of map
01:03:41
called bitmap, that is, a regular
01:03:43
raster image, any
01:03:45
picture in addition to the
01:03:48
bitmap map, we can connect any card at all
01:03:51
here There are a lot of them
01:03:54
all here, in short, if we say that the
01:03:58
gradient maps are also procedural,
01:04:01
different ones that create patterns for us, using
01:04:04
our picture as an example. This is the one we
01:04:07
made in Photoshop. With
01:04:10
such a gradient circle, which is
01:04:14
white in the center and
01:04:17
becomes darker towards the edges, these are the things You can
01:04:19
do it without Photoshop directly in 3D Max.
01:04:23
Gradient maps are used for this.
01:04:26
For now, I’ll show you using the
01:04:29
example of any map, let
01:04:31
the displacement be the
01:04:34
same, switch the bitmap map to a
01:04:37
gradient map. It’s called
01:04:39
Gradient. He asks the old map
01:04:43
to be left as a sub material. sub map.
01:04:46
More precisely to this one. card or Well, Reject it.
01:04:49
We choose Reject, that is, there
01:04:51
will be a new card instead of the old one. Here we
01:04:54
can also configure the tle or the size of the card,
01:04:58
we will set the tiling to one, that is, so
01:05:00
that the repetition will be once
01:05:03
only here we see the settings firstly.
01:05:06
Don’t forget how to enable and
01:05:08
see the map I told you this is
01:05:09
this
01:05:11
Show then we will see the map exactly
01:05:16
that which is now on the
01:05:18
level we are editing here, you can only
01:05:22
include one, you cannot include all maps at the same time
01:05:23
I already Speak, here there are also
01:05:26
types of gradient fills, for example,
01:05:30
Radial, there is also a setting smooth
01:05:34
transitions There are three colors,
01:05:37
you can even set any
01:05:39
colors, you can connect
01:05:42
certain cards instead of colors Even the
01:05:44
same bitmap, that is, the transition There will be
01:05:46
from one card to another and it’s already starting to
01:05:49
look like complex cards with
01:05:52
their own tackles, uh, also There are
01:05:56
a lot of very different cards here
01:05:57
We won’t consider them now; during the course of the
01:06:01
lessons themselves, in practice, let’s look at
01:06:03
one of the examples, for example. These are the
01:06:06
so-called lur cells here. We
01:06:10
also set different colors, that is, the colors of the
01:06:13
cells, the colors of the transitions of the borders of these
01:06:16
gray and
01:06:18
black cells, and you can also connect cards to them.
01:06:21
experiment
01:06:26
Maybe this will be useful to you, for example,
01:06:29
this map is used. Often when
01:06:31
creating a material there, marble, let’s say
01:06:35
further what other maps we are interested in.
01:06:38
There are some good ones, but there is a very common
01:06:40
map, it just creates noise, so to
01:06:42
speak,
01:06:43
that is, these are the points If we
01:06:46
set the tiling now higher, for example
01:06:49
10 by 10, then we see this noise is also
01:06:53
used, for example, to create walls,
01:06:56
imitates whitewashing, the roughness of the walls is
01:06:58
also placed like this. For example, a map in
01:07:01
relief in a bump and will cast
01:07:05
small shadows, in general, an interesting result as well.
01:07:07
Well,
01:07:10
we won’t consider these maps now, as I already said
01:07:11
in the example, everything will be in fact. In our
01:07:14
subsequent
01:07:15
lessons, the most necessary thing is a diffuse
01:07:19
map and How to get a
01:07:21
reflection map and a relief map from it, we talked about this.
01:07:26
Thank you all for watching, go to the
01:07:28
next lesson, our theoretical
01:07:30
part is this, the first six lessons
01:07:33
are over further We are already starting to
01:07:35
create walls, we will create
01:07:41
[music]
01:07:54
interior and

Description:

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