Metal Bump Shader Rollout
 
 
 
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Material Editor DirectX Manager rollout Choose LightMap from the drop-down list. Metal Bump Shader rollout appears.

When you have chosen Metal Bump as the DirectX viewport shader, this rollout appears. The Metal Bump shader can display a variety of texture-baked maps, including normal maps for an embossed effect. It is good for displaying shiny surfaces.

NoteIn order to use the Metal Bump shader, you must have 3ds Max Design configured to use the Direct3D graphics driver. To change the graphics driver configuration, refer to the Viewport Preferences topic.

The Metal Bump shader's results are always visible in viewports, regardless of the object type.

WarningThe Metal Bump shader lets you adjust settings to get various effects in shaded viewports. These settings will not necessarily apply when you display the texture-baked object on other Direct3D devices.
See Also

Interface

Ambient & Diffuse group

Ambient Color

When not black, tints the object's ambient color. Click the color swatch to display a Color Selector and choose the ambient color. Default=black.

Diffuse Color

When not white, tints the diffuse color. Click the color swatch to display a Color Selector and choose the diffuse color. Default=white.

Texture 1

Displays a texture map for the diffuse color. Typically this would be a texture-baked diffuse map, completed map, or blend map.

See the section “Map Controls,” below, for a description of the individual controls.

Texture 2

Displays a second texture map for the diffuse color. Typically this would be a texture-baked lighting map or shadows map.

See the section “Map Controls,” below, for a description of the individual controls.

Use Alpha

When on, displays the alpha channel. When off, does not. Default=off.

Mix Amount

Adjusts the mixing of the two texture maps in shaded viewports.

Specular group

Enable

When on, enables specular highlights for the object. Default=off.

Specular Color

Specifies a specular color for the object. Click the color swatch to display a Color Selector and choose a color. Default=white.

Texture

Displays a specular map for the object. Typically this would be a texture-baked specular map.

See the section “Map Controls,” below, for a description of the individual controls.

Bump group

Normal

Displays a normal map for the object. Typically this would be a texture-baked normals map.

See the section “Map Controls,” below, for a description of the individual controls.

Bump

Displays a bump map for the object. Typically this would be a bump map used for the original material.

See the section “Map Controls,” below, for a description of the individual controls.

Bump Intensity

Adjusts the intensity of the bumps in shaded viewports.

Reflection group

Cubemap

Displays a reflection map projected cubically (around the scene). Typically this would be an environment map.

Reflection Intensity

Adjusts the intensity of reflections in shaded viewports.

Pick object and create

Click to choose an object and have 3ds Max Design generate the reflections used in the viewport.

Sync Standard Material

When on, adjustments you make to the Metal Bump shader update settings in the active standard material, letting you save the changes you made. When off, the standard material is unchanged. Default=off.

Map Controls

In this rollout, all texture maps have the same general controls. The rollout appears only when you are using the DirectX viewport shader.

Toggle

When on, the map is used in viewports. When off, it is not used. Default=on if a map is assigned, off otherwise.

Map button

Click to choose the texture map to use for this component of the object.

Map Channel

Specifies the map channel used by this map.

This control is not present for the cubic reflection map.