3ds max 2020 tutorials Scene Layout – Creating an image plane

3ds max 2020 tutorials Scene Layout - Creating an image plane

 

3ds max 2020 tutorials Scene Layout – Creating an image plane And that’s where it already is. So we’ll be looking at this later when we talk about materials and maps, but be sure that when you create a bitmap node, and you’re feeding into some shade or a property such as base color, that bitmap should be pointed towards a file that’s already located within your current project’s scene assets images. So it’s bad practice to go navigating to some other location. All right, so I’ll select floor plan office, 2,048 by 2,048, and click open. And now that node is created, and we can navigate over here with the middle mouse button. We can zoom in and out with the mouse wheel. If we double-click on this map number one, that’s a bitmap, then its parameters are loaded and it shows the path to that file. And it should say scene assets images. You should not see a drive letter.

3ds max 2020 tutorials Scene Layout – Creating an image plane  If you see a drive letter or volume name then you want to make sure that you’ve set your preferences like we did earlier in the course to convert all incoming file paths to relative. All right, so that material’s basically been made. We don’t really need to do anything to this physical material here. If I double-click back on that, really the only thing that we might want to do is just make sure that it’s not creating reflections. So in the base color and reflections setting, let’s set the roughness to a value of one. And now we won’t get any reflections. Then assign the material to the plane. And there are several ways to assign a material. One way is to drag and drop from the material output onto an object. So down here we see a dot in the middle on the right of this physical material node. And that is the output.

3ds max 2020 tutorials Scene Layout – Creating an image plane So click and hold the mouse button down, and keep holding it down. Drag over to the viewport until you get to that image plane and then your cursor will change, indicating that you can assign the material to that object. Release the mouse button and the assignment is made. We don’t see the bitmap. We don’t see the image applied on here. We need to enable that. So we can do it by selecting the physical material node again, and then from the toolbar in the slate material editor there’s a button that’s labeled show shaded material in viewport. Click on that and now we can actually see it here in the shaded view in perspective. Great, so we can close the material editor. Take a look at this in the top view. Click in the top view and then press F3 to go into shaded mode. 3ds max 2020 tutorials Scene Layout – Creating an image plane