Earlier Days of 3D Programs and Material.

Published on by free3dmaxmodels

You see, in earlier days when 3D programs users produced renderings, they had little to work with in the way of Random maps. Sure, there were many plug-ins (called IPAS) that attempted to simulate various Random effects; but there never was a "catch-all" map that could perform well in almost any Map type within a material Free 3d max models.

When your 3D max models application was introduced to the public in May of 1996, there was a general feeling of relief as many animators now saw the possibilities of doing great, random-looking materials within their renderings. You can use Noise for just about anything. In this chapter, you will see how to use it to create a complex-looking alien planet surface.

However, you can use Noise for other purposes, too-blotchy transparency, muddled refractions, or even star fields. Noise truly is the multi-purpose map. Noise can produce a nice water surface when used as a Bump map. Noise has several parameters that allow you to control how it performs. Some of the terminology is a bit strange, but you can use this section to get more of a "real-world" idea of how the various settings might work in production.

Across the top of the Noise Parameters section are check boxes for the three types of Noise that you can use. They are:


Even though these are geological references, you can clearly see how the three types would work. Once you have chosen the style of randomization you are going to use (Regular, Fractal, or Turbulence), you can then begin to alter some of the other settings. The most common setting to adjust is Size.

The Size field controls the overall size of the Noise effect based on MAX-world units. This means that the size of the object does not matter. High and Low for the Noise Threshold allow you to control the predominance of either color by "ramping" between Color #1 and Color #2 (shown at the bottom of the panel) Free 3d max models.
Ramping is easiest to use when working with black and white. To transition from black to white smoothly, you need a gray scale gradient. That gradient is called the ramp and equates to the difference between the High and Low values. Longer ramps mean more gradient colors exist; shorter ramps mean that fewer colors are used in the gradient.

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