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detail maps...without plugins?
show user profile  Nemole
hello,

is there a way in max to apply detail maps without having to download additional plugins?

thx in advance
read 747 times
4/12/2008 10:51:56 PM (last edit: 4/12/2008 10:51:56 PM)
show user profile  Dave
What do you mean by "detail" maps exactly?

"I flew over Egypt once"

read 744 times
4/12/2008 10:54:47 PM (last edit: 4/12/2008 10:54:47 PM)
show user profile  Nemole
its like another texture like an overlay which adds detail to low reso textures.
here's an example, i found a this on a thread here on maxforums,

but it didnt rly answer my question
read 739 times
4/12/2008 11:08:19 PM (last edit: 4/12/2008 11:08:19 PM)
show user profile  Error404
that would be a bump map (or displacement map, depending on what you want) as well as possibly a higher res diffuse texture map.

www.DanielBuck.net - www.DNSFail.com

read 723 times
4/13/2008 12:27:42 AM (last edit: 4/13/2008 12:28:26 AM)
show user profile  Nemole
no as in im aiming for an effect which is equivalent to the "overlay" blending mode in photoshop. i want to add a tiled detail map on top of my standard diffuse. Kind of like layers, is there a way to do that in stock max? mental ray?
read 707 times
4/13/2008 2:20:23 AM (last edit: 4/13/2008 2:20:23 AM)
show user profile  gattattak
I've wondered that myself in the past. It'd be handy for dirtying up an object without having to edit the original texture.

I don't know the answer. Just wanted to show interest.
read 705 times
4/13/2008 2:26:01 AM (last edit: 4/13/2008 2:26:01 AM)
show user profile  Toen
Yeah you can in 3ds max 2009. The compositing map has been redone. It's a lot like layers in photoshop now with all kinds of blend modes between layers, image manipulation controls for the map slots on each side (mix color/alpha channels different ways, brightness/contrast, hue, etc), and each layer can have it's own mask (texture slot on the right side).

I was laughing when I finished this, didn't expect it to turn into a chunk of meat I was originally going for vericose veins on skin. This is a composite map in the diffuse slot of a standard material placed on an object in the scene. The base layer in the composite map is just a simple color and the layer above it is a textured map that is set to overlay. Here is a list of the different kinds of ways layers can be blended in the composite map:

Normal: Displays A without any blending. This is the default setting.
Average: Adds A and B and then divides by 2.
Addition: Adds each A and B pixel.
Subtract: Subtracts A from B.
Darken: Compares the values of A and B, and, for each pixel, uses the darker of the two.
Multiply: Multiplies the color values of each A and B pixel. Because non-white color channels have values of less than 1.0 (using a range of 0.0 to 1.0), multiplying them tends to darken colors.
Color Burn: Colorizes darker pixels from B with the color from A.
Linear Burn: Same as Color Burn but with less contrast.
Lighten: Compares the A and B pixels at each location and uses the lighter of the two.
Screen: Makes the light areas much lighter, and the darker areas somewhat lighter.
Color Dodge: Colorizes lighter pixels from B with the A color.
Linear Dodge: Same as Color Dodge but with lower contrast.
Spotlight: Like Multiply but with twice the brightness.
Spotlight Blend: Same as Spotlight but also adds ambient illumination to B.
Overlay: Darkens or lightens the pixels depending on the B color.
Soft Light: If the A color is lighter than mid-gray, the image is lightened. If the A color is darker than mid-gray, the image is darkened.
Hard Light: If a pixel color is lighter than mid-gray, screen mode is applied. If a pixel color is darker than mid-gray, multiply mode is applied.
Pinlight: Replaces the B colors depending on the brightness of the A color. If the A color is lighter than mid-gray, B colors darker than the A color are replaced. And vice-versa: If the A color is darker than mid-gray, B colors lighter than the A color are replaced.
Hard Mix: Produces either white or black, depending on similarities between A and B.
Difference: For each pixel pair, subtracts the darker one from the brighter one.
Exclusion: Similar to Difference but with lower contrast.
Hue: Uses the color from A; the value (brightness) and saturation from B.
Saturation: Uses the saturation from A; the value and hue from B.
Color: Uses the hue and saturation from A; the value from B.
Value: Uses the value from A; the hue and saturation from B.

read 688 times
4/13/2008 4:39:19 AM (last edit: 4/13/2008 4:48:06 AM)
show user profile  Nemole
damn, well is there a way to do that in max 9 64 bit?
read 633 times
4/13/2008 10:31:03 PM (last edit: 4/13/2008 10:31:22 PM)
show user profile  Toen
Probably best way would be to make the detail map with an alpha map along with it to make the part where detail is at opaque and the rest where it's not clear and then use them in something like the Mask map or previous version Composite map on top of the lower detail base map
read 553 times
4/16/2008 11:58:23 AM (last edit: 4/16/2008 11:58:23 AM)
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