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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: |
.jpg) |
.jpg) |
.jpg) |
The
smoke map has indefinite resolution
Also, most
procedurals continue over the entire plane, not repeating once. |
Step 1: Modeling the apple
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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.

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Rename it to 'apple'.
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Now Lathe this
spline.

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If the apple seems
turned inside-out, check or de-check Flip Normals.

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A real apple has
six or so points at its bottom.

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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.
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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

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Step 2: The Material Editor
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Now comes the fun
part.

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Open the Material
Editor.

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Select an empty
slot and rename it to Totally Apple (or whatever).

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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).

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Copy these settings:
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The color for #1
& #3 is: R:221 G:56 B:49

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The color for #2
is: R:185 G:212 B:25

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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.
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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). 
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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:

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Replace the red
color in Color #1 with a noise map by clicking on None and selecting noise
from the list.

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You will get the
default black and white mix.

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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.

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Ok, let's continue.
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Make Color #1 R:221
G:56 B:49

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Make Color #1 R:212
G:175 B:25

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Copy these settings:
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Note that the Y
tiling is 0.15, not 1.0. This stretches the map out.

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You can replace
colors with other maps, in theory up to infinite levels, but that is not
required for this tutorial.

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You map should
look like this:

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Now go up a level:

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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.

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Replace the color
in Color #2 with a noise map. You will get your same black white again.
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Copy these settings:
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Color #1 R:185
G:212 B:25

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Color #2 R:184
G:117 B:57

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Your map should
look like this:

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Go back up to the
top.

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In the Bump slot
in the Maps rollout, set the Amount to 2 and choose speckle.

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Copy these settings:
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Color #1 R:106
G:106 B:106

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Color #2 R:0 G:0
B:0

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Now we have our
material. We first need to define how our map will be placed on the apple.

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Apply a UVW Map
modifier to the apple. Choose Spherical and click on the button of it?
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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.

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You should have
something like this:

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Step 3: Final touches
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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.

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Create a plane
that's about twice as wide as it is long. Give it 5 length and 7 width
segments.

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Make a new material
and choose bitmap for the diffuse slot.

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Use this bitmap:
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Click on Show Map
in Viewport

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Go back up a level.
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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.

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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.

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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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