3ds Max Materials Mapping vector text decals with TextMap That’s an easy thing to do. Click okay. But we can’t apply a map into these slots, unfortunately. If we needed textures in the background or foreground here, we could actually use black and white. I’ll drag from the black line swatch into the fill swatch. I get the copier swap colors dialog and choose copy. Now I have a true black and white alpha mask and I could use this in a shading network. For example, in a composite map. I could use this as a mask or an alpha and be able to have textures either in the foreground or background or both. That’s a real quick introduction to the TextMap.
That’s found, of course, in the maps section. It’s under maps, text map. Drag that over and connect it to the diffuse color. And immediately we’ll see some result on the screen because that material is assigned and I’ve also enabled show shaded material in view port for that. However we haven’t assigned the TextPlus object yet. Double click on the text map node and scroll down a little bit in the parameters and you’ll see text parameters, text object none. Click that button and then click on the TextPlus object in the scene. And now that’s been assigned. We can see now it’s reading out text map. The UV’s, of course, are being derived from the object itself.