Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography


Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies)
  Maxforums.org Members Gallery
(516 replies)
  SON OF POST YOURSELF
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

How to add reflections on a texture map?
show user profile  Glitcher
A while ago, a model of Krystal from the Star Fox series was made available online here:http://krystalarchive.com/2008/04/08/star-fox-assault-krystal-model/#comments
One particularly clever user managed to add reflections on the texture map of her spacesuit to create this walking animation:

I haven't got that far in my course yet, so I'd like to know if anyone here can clue me in on how to add reflections on a bitmap texture.

PS. Can anyone recommend any good sites where I can get motion capture data?
read 1594 times
4/16/2008 4:28:36 PM (last edit: 4/16/2008 4:28:36 PM)
show user profile  mak
reflections are a quality of a shader..not a texture map, a texture map is used mainly to dictate the colour channel of a shader(though it can control the other channels)..so basically what im saying is the reflection is applied to the shader as is the texture map..whic in turn is applied to the sexy cat thing
read 1591 times
4/16/2008 4:35:36 PM (last edit: 4/16/2008 4:35:36 PM)
show user profile  Glitcher
Sooooo what you're saying is that the reflections are added on top of the texture map, right? I'm afraid you'll have to talk me through it, as if you're training a mildly retarded dog.
read 1578 times
4/16/2008 4:49:42 PM (last edit: 4/16/2008 4:49:42 PM)
show user profile  toldaddy
in your material editor go the rollout called 'maps' the to 'reflections' click on the blank box and select "raytrace" and press okay. that's the "reflections for dummy's" version, but it'll get you started.




you can also add bitmaps into this slot and it will reflect it. Raytrace reflects the actual objects/environment in the scene.



read 1567 times
4/16/2008 4:59:13 PM (last edit: 4/16/2008 5:00:41 PM)
show user profile  Dejitarujin
Under normal circumstances, the reflections aren't added on top of the texture map. The reflections are just that - reflections. As in, there is literally some object in the scene (possibly hidden from the camera) that is actually casting its image onto another object that has a reflective surface. This is not the only way to do this, but it's the most common.

In that image, it's hard to tell whether it's a true reflection (possibly not from the manner just described), or just plain ol' specular - that is, faked reflection from lights, that normally looks pretty convincing. Either way, no reflection texture was applied to the model.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 1559 times
4/16/2008 5:05:04 PM (last edit: 4/16/2008 5:05:04 PM)
show user profile  mak
ok, the appearence of geometry is dictated by a shader(material)..a shader consists of different channels or attributes(just like real life materials) ie reflectivity , colour, shininess, roughness etc.

we can change those values to create teh material we need.

sometimes we can control those channels/values by using 2d maps - like a noise map to control the bumpiness etc

a texture map is simply a 2d map that controls specifically the colour channel

the reflectivity channel is independent

this is a very crude example..

material A:
CHANNEL VALUE
-colour ------------ texture map(cat suit)
-reflectivity--------90%
-shininess----------70%
-transparency-----40%
-self illumination---noise map


see how we can assign a numerical value to each channel of the shader or use a map?(most channels use the greyscale values of a map)
read 1558 times
4/16/2008 5:07:13 PM (last edit: 4/16/2008 5:08:49 PM)
show user profile  Glitcher
Well, I added a 50% Reflection in the Maps rollout, but it doesn't seem to have turned out as expected. Instead I get some kind of white overlay reflecting a free spot:

So instead I dismissed the Reflection map and added high values to the parameters of a Blinn shader with this result:

It's a bit closer to the animated GIF, but the highlights don't have that translucent, plasticy feel. I thought I would need to lower the opacity of the highlights, but I can't figure out how to do that. Every time I lowerthe opacity slider, the entire model becomes transparent. Besides, I'm not even sure I'm using the right shader. Which one would you recommend?
read 1542 times
4/16/2008 6:23:20 PM (last edit: 4/16/2008 6:23:20 PM)
show user profile  Kajico
YIFF IN HELL!


(\/) (°,,,°) (\/) Woop woop woop!




read 1535 times
4/16/2008 6:41:04 PM (last edit: 4/16/2008 6:41:04 PM)
show user profile  Dejitarujin
You may want to mess with the specular values, for its glossiness, intensity, and color (you may want more towards grey than pure white).

Also, that 50% reflection worked exactly as it should - it reflected. Thing is, there was nothing there to reflect, so it reflected nothing (giving you 50% nothing). You may notice parts where the model successfully reflects its self. This isn't something you want on her body, but for the suit, it may be desired - just at a lesser level, and in a complete scene.

As for the shader... That's a bit tricky. Blinn might be the best for a Standard material, but I never use Standard - I have fancy renderers with raytracing goodness ;)

@Kajico - Gladly!
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 1524 times
4/16/2008 7:26:38 PM (last edit: 4/16/2008 7:26:38 PM)
show user profile  mak
Dejitarujin is right, use raytrace reflections(raytrace material) and you need something to reflect...common practise is to create a plane and assign it a white material with 100 self illumination and stick it above the object and maybe at an angle, blinn is generally a good shader algorithm for plastic type materials.
read 1520 times
4/16/2008 7:39:40 PM (last edit: 4/16/2008 7:39:40 PM)
show user profile  Glitcher
Hmm, I see what you mean. Well, I added a 100% self-illuminated white plane just behind the free spot, which is place above the model and at an angle. However, I'm still getting a general white overlay on the figure. The highlights really need to be more focused, but the Reflection mapping has very little parameters. Any tips?

read 1511 times
4/16/2008 8:20:16 PM (last edit: 4/16/2008 8:20:16 PM)
show user profile  mak
use a raytrace material...and high reflection value..no map
read 1509 times
4/16/2008 8:21:35 PM (last edit: 4/16/2008 8:24:44 PM)
#Maxforums IRC
Open chat window


Support Maxforums.org