Choose the initial operation to be performed on the map color channels:. NormalPasses the color channels unaltered to the Color rollout controls. MonochromeConverts all color channels to shades of gray. InvertReplaces the red, green, and blue color channels with their inverses.The inverse for each channel is calculated by subtracting the value from the maximum value: 1.0 in the case of floating-pointcolors, or 255 for eight-bit channels. So, for example, red changes to cyan (green + blue); green changes to magenta (red+blue); and blue changes to yellow (red + green). CustomLets you apply different settings to each channel using the remaining controls on the rollout. Lets you specify channel operations on a per-channel basis.
Granular color correction. Of course, you can use any math maps to do whatever you want. But, 3dsMax 2019 also has 2 OSL maps you can use for color correction, Lift/Gamma/Gain and Tweak. This should cover all features of legacy Color Correction map. Procedural map that renders exactly same across renderer. Many renderers support 3dsMax noise map. Join Aaron F. Ross for an in-depth discussion in this video Color adjustment with a color correction map, part of 3ds Max 2017: Advanced Materials. Lynda.com is now LinkedIn Learning! To access Lynda.com courses again, please join LinkedIn Learning. All the same Lynda.com content you know and love.
Available only when Custom is the active choice. Otherwise thesefields show the current setting, such as Monochrome for the RGB channels.Use the drop-down list to choose an replacement value or channel for each channel:.
Red/Green/Blue/AlphaReplaces the channel with the channel you choose. For example, if you set Blue=Red, the blue component of each pixel takeson the current value of the red component of that pixel. Red (Inverse)/Green (Inverse)/Blue (Inverse)/Alpha (Inverse)Replaces the channel with the inverse of the channel you choose. For example, if you set Blue=Red (Inverse), the blue componentof each pixel takes on the inverse of the current value of the red component of that pixel.The inverse for each channel is calculated by subtracting the value from the maximum value: 1.0 in the case of floating-pointcolors, or 255 for eight-bit channels. So, for example, red changes to cyan (green + blue); green changes to magenta (red+ blue); and blue changes to yellow (red + green). MonochromeConverts the color channel to grayscale.
To determine the grayscale value for a channel, 3ds Max adds the values of of the red, green, and blue channels for each pixel and then divides by three. For example, if the RGBvalues are 0.5, 0.4, and 0.0, then the monochrome value for any channel of that pixel would be 0.3. OneSets the channel to the highest possible value; in effect, turns it all the way on. For example, if the original color ofa pixel in a 24-bit or 32-bit map is R=50; G=75; and B=100, then the result of setting Green=One would be R=50; G=255; andB=100. ZeroSets the channel to the lowest possible value; in effect, turns it off.
For example, if the original color of a pixel is R=50;G=75; and B=100, then the result of setting Green=Zero would be R=50; G=0; and B=100.
Viewport Display of Composite MapsViewports can display the multiple maps in a composite map. Here are some considerations:. For best results, turn on (Show Realistic Material in Viewport) at the map level, not the material level.For details, see. Nitrous viewports can display up to eight composite layers. Legacy viewports (Direct3D or OpenGL) can typically display up to four composite layers only. The difference between some types of blend modes can be subtle and hard to see in viewports, especially if the bitmaps are not high dynamic range (HDR) images. ProceduresTo assign a map or mask:.
On a Layer rollout, click an empty map or mask button. These are the large, square buttons labeled “None.” The map button is on the left side; the mask button is on the right.The Material/Map Browser opens. Choose a map type either by double-clicking its name in the list, or by highlighting its name and then clicking OK.
Make any further changes as necessary for the map type, such as assigning an image file for a Bitmap map.Alternatively, use the Slate Material Editor to wire a map to the Layer or Layer (Mask) component you want to assign.To change the number of map layers:. To add a layer, on the Composite Layers rollout, click (Add A New Layer). Note: The Total Layers numeric field is read-only. It displays the current number of layers. To delete a layer, find the layer to delete and click its (Delete This Layer) button.To change the order of layers:. Drag a layer by its title bar to a new location.
As you drag the layer, a blue line appears where it will be repositioned. This works the same way as reordering any set of rollouts.After you move a layer, the layers are renumbered to remain in order. For example, if there are four layers, and you move Layer 4 above Layer 1, Layer 4 becomes Layer 2, Layer 2 becomes Layer 3, and Layer 3 becomes Layer 4.
Layer rolloutThe Composite map uses a separate rollout for each layer’s controls, with as many rollouts as there are layers. Each layer rollout is titled with the optional name first, followed by “Layer” and then the layer number.The layers are applied in order of increasing number; the layering in the material reflects the order of layers in the interface. Layer 1 is lowest; layer 2 is immediately above layer 1, and so on.The map composites layers in the same order. Layer 2 modifies the output of Layer 1; Layer 3 modifies the output of Layer 2, and so on. Hide this layerWhen on, the layer is hidden and has no effect on the output.
When a layer is hidden, the button looks like this: Color Correct This TextureApplies a to the map and opens the Color Correction map interface. You can use its controls to modify the map colors.To return to the Composite map interface, click (Go To Parent) on the Material Editor toolbar.After the Color Correction map is assigned, you can return to it from the Composite map interface by clicking this button again.mapTo assign a map to the layer, click this button and then use the Material/Map Browser.Before assigning a map, the button reads “None.” When a map is assigned, the button image is a thumbnail of the map, and clicking it takes you to the parameters for the map. Delete this layerDeletes the layer. This function is undoable.Available only when the map contains more than one layer. Rename this layerOpens a small dialog for naming or renaming the layer.By default, each layer is named “Layer #” where # is the layer number.
If you name a layer, the text you enter precedes this default name; for example, “Decal Layer 3.” The space between the custom name and the default name is inserted automatically. If you’ve already named a layer, that name appears in the renaming dialog when you open it. Duplicate this layerCreates an exact copy of the layer and inserts it immediately adjacent to the layer.OpacityThe relative transparency of the unmasked portions of the layer. At 100, the layer is completely opaque. As you lower the Opacity value, more of the underlying layers show through.mask mapTo assign a mask map to the layer, click this button and then use the Material/Map Browser. The mask works the same as the: Black areas are transparent; white areas are opaque; and gray areas allow degrees of transparency.
So, for example, if the layer is to be a decal, the decal image area would be white and the rest of the image map would be black, so underlying layers can show through.After a mask map is assigned, the button image is a thumbnail of the map, and clicking it takes you to the parameters for the map. Important: The mask map must use the same map channel as the layer's main texture map, and the texture map and mask map must use the same tiling values.Hide the mask of this layerTo turn off the mask temporarily, click this button. When a mask is hidden, the button looks like this: Color Correct This MaskApplies a to the mask map and opens the Color Correction map interface. You can use its controls to modify the map colors.To return to the Composite map interface, click (Go To Parent) on the Material Editor toolbar.After the Color Correction map is assigned, you can return to it from the Composite map interface by clicking this button again.blend modeUse the drop-down list to choose how the layer pixels interact with those in underlying layers. In the following descriptions, A refers to the current (front) layer and B refers to the result or output of underlying layers. Note: Because Layer 1 has no underlying layers, its blend mode setting has no effect.
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.