
You now have a reasonably realistic texture for all of the containers in the utilities area of the compound. (This effect is more apparent when you render the scene: In viewports, both generators look much the same.) A bonus of the procedurally generated 3D Noise texture, is that the pattern is not quite the same on either generator.
#Assigning materials to models in ultimate unwrap 3d generator#
Now the generator casings have a recognizable camouflage pattern. In addition, change the Size value to 18.0. On the Noise Parameters rollout, change the Noise Threshold values.The map appears in the viewport, but the camouflage pattern isn’t very apparent. (If you use a legacy viewport driver, this button's tooltip reads, "Show Standard Map In Viewport.") Click (Assign Material To Selection), and then click (Show Shaded Material In Viewport) to turn it on.Click the Camouflage material node again to make it active.On the Color Selector, change Color #2 to a tan: Red = 200, Green = 155, Blue = 0. Click the color swatch labeled Color #2.Change Color #1 to a dark green: Red = 0, Green = 175, Blue = 0.On the Noise Parameters rollout, click the color swatch labeled Color #1. Double-click the Noise node to display its parameters.Drag a Noise map from the Material/Map Browser panel into the active view, and wire it to the Camouflage material’s Diffuse Color component.Double-click the node, then name the material Camouflage. In the Slate Material Editor, drag another Standard material node into the active View.Select Generator01 and Generator02, the large boxy objects to the left.A 3D map, on the other hand, is generated by 3ds Max. A bitmap is simply a digital image such as a scan or a photograph. See theįinally, for the generators, you will use a 3D procedural map. Note: You also have the option of maintaining multiple Views of the materials for your scene.
