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Max Tutorials
Creating a realistic apple using only procedural textures
By Pieter
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In this tutorial I will show you how to create a photo realistic apple using
only procedural maps. I assume you know max basics and use 3D StudioMax R3.
Procedural maps:
Procedural maps are like bitmaps, except that their data is calculated, not
stored on disk. This gives these maps indefinite resolution:
The smoke map has indefinite resolution
Also, most procedurals continue over the entire plane, not repeating
once.
Step 1: Modeling the apple
Create a spline as shown. Adjust bezier handles and vertices as needed with
Editable Spline.
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Make sure the left most vertices are precisely atop each other.
Rename it to ‘Apple’.
Now Lathe this spline
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If the apple seems turned inside-out, check or de-check Flip Normals.
A real apple has six or so points at its bottom
Convert it to an editable mesh by right-clicking it and selecting ‘Convert to
Editable Mesh’. Select the place where these points have there peak. Turn on
soft selction and set the Fallof to 28.345 (or so): Now move these vertices down
a bit until you have nice points.
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Turn off Sub-Object
Add some Noise to the model, since real-life apples are not symetrical.
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Copy all the settings or adjust it until it looks good
Step 2: The Material Editor
Now comes the fun part.
Open the Material Editor.
Select an empty slot and rename it to Totally Apple (or whatever).
Copy these settings:
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Click on the button next to the diffuse color swatch. This tells Max you want
to have a map as a source of color rather than one solid color. Choose Gradient
from the list (not Gradient Ramp).
Copy these settings:
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The color for #1 & #3 is: R:221 G:56 B:49
The color for #2 is: R:185 G:212 B:25
In the coordinates rollout, make sure maping is set to Explicit Map Channel
and change the W angle to 90. This turns the gradient 90 degrees. Notice there
is Noise. This adds irregularity to the apple’s color, as in real life.
Click on Show Map in viewport .
This way you will see how it looks in the viewport after you’ve applied it to
the apple (don’t do this yet though).
By double clicking on the Material slot and turning off Show End Result you can see what you have so far:
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Now we will add speckles:
Replace the red color in Color #1 with a noise map by clicking on None and
selecting noise from the list.
You will get the default black and white mix.
Now you’ve all played with the threshold spinner before, but what do they
really do?
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You can see the High and Low values as markers on a gradient. The gradient is
on a line from 1.0 to 0.0. Between the markers there is a transition between the
two colors. Before the High marker is solid Color #1. After the Low marker is
solid Color #2. When the values come close together, the transition between
Color 1 and Color 2 becomes more abrupt. Try that. When these two values are in
the high numbers (0.6 and up) there is more #2 than #1. When these two values
are in the low numbers (0.4 and down) there is more #1 than #2. If you want to
get some more #2 in you map, raise the value of the Low spinner. If you want
more #1, lower the value of the High spinner.
Ok, let’s continue.
Make Color #1 R:221 G:56 B:49
Make Color #1 R:212 G:175 B:25
Copy these settings:
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Note that the Y tiling is 0.15, not 1.0. This stretches the map out.
You can replace colors with other maps, in theory up to infinite levels, but
that is not required for this tutorial.
You map should look like this:
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Now go up a level:.jpg)
Copy the map in Color #1 to Color #3 by dragging from #1 to #3. Select
Instance. This will insure that any changes to one get copied to the other.
Replace the color in Color #2 with a noise map. You will get your same black
white again.
Copy these settings:
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Color #1 R:185 G:212 B:25
Color #2 R:184 G:117 B:57
Your map should look like this:
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Go back up to the top.
In the Bump slot in the Maps rollout, set the Amount to 2 and choose
speckle.
Copy these settings:
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Color #1 R:106 G:106 B:106
Color #2 R:0 G:0 B:0
Now we have our material. We first need to define how our map will be placed
on the apple.
Apply a UVW Map modifier to the apple. Choose Spherical and click on the
button ‘Fit’.
This way the map will be wrapped around the apple, as if it were a picture on
a piece of paper. Because the gradient has the red speckles on both ends, these
will nicely match up, when the ‘papers’ ends touch, leaving no seam. Apply the
material to the apple.
You should have something like this:
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Step 3: Final touches
Make a thin cone, turn it upside down and bend it using a bend modifier. Give
it a brown color. This is the stem. Position it where a stem belongs.
Create a plane that’s about twice as wide as it is long. Give it 5 length and
7 width segments.
Make a new material and choose bitmap for the diffuse slot.
Use this bitmap:
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Click on Show Map in Viewport.jpg)
Go back up a level.
Choose bitmap for the opacity slot. Choose this bitmap:
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The white will be non-transparent the black will be 100% transparent.
Apply this material to the leaf. You now have a fake leaf. Position the leaf
correctly, with the stem in at the apple’s stem. If you want you can bend the
leaf a little.
Render your scene.
Mmmmm……….. that looks good, doesn’t it?
Download Apple.max at http://www.proaxis.com/~kapsenberg/scenes
If you have any comments, suggestions or problems with this tutorial please
contact me.
mailto:Mr_Insane024@hotmail.com
July 16, 2000
Pieter
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