Wiring Nodes

To map a material component, you wire a map node to the input socket for that component’s slot. Drag from the map socket to the material socket.

A map node and a material node in the View

Dragging from the map node’s output socket creates a wire.

Dropping the end of the wire on a slot’s input socket completes the wiring.

Notice that the preview icon in the material node’s title bar now shows a texture map.

The Slate Material Editor also adds a Bezier Float controller node to control the map Amount.

While the Select tool is active, you can select a wire by clicking it, just as you select a node. The selected wire turns white.

3ds Max gives you a great variety in the way you can combine maps, so the map tree as it appears in the view can take various forms.

A material with one map for diffuse color, and another for bump mapping

A material with a single map used for both diffuse and bump mapping

Because some maps combine other maps, a material tree can have more than two levels.

A four-level tree that uses Multi/Sub maps and a Composite map


To apply a map to a material component:

To remove a mapping, do one of the following:

Alternative Wiring Methods

The Slate Material Editor gives you some alternative ways to wire a material tree.