- [Instructor] For bitmaps or file maps, we have options.
We can either use the Legacy 3ds Max bitmap node
or we can use the newer OSL bitmaps.
And I actually recommend to use the OSL bitmap node,
because it gives us more options for the placement.
We can use an external UV coordinate map
that will send some coordinate values into the bitmap node.
And that will in turn allow us
to control multiple bitmap nodes at once.
And that's very useful in a case
such as what I'm going to show you here,
in which I'm going to use a base color and a bump map
and control their tiling both simultaneously
from a single coordinate panel.
Let's create an OSL bitmap node.
Right click in the Slate Material Editor,
choose Maps, OSL, Bitmap Lookup,
and we should be taken to our current project's
scene assets images,
but that may not be the case.
You'll need to make sure
that you navigate to your current project,
scene assets, images, and I've got one in here,
tiles travertine versailles color.
Select that and click open.
Now we've got our OSL Bitmap Lookup node.
It doesn't really have very many parameters here.
If we look at its UV coordinate,
really it's just got a base scale.
It's expecting that we're going to plug
some UVW map into this input.
We could've chosen the Uber Bitmap node.
If we right click and go back in there, Maps, OSL,
you'll see there's an Uber Bitmap node
that actually has coordinates built into it.
But in this case, again,
I want to derive the coordinates from an external node
that will control multiple bitmap nodes at once.
We're going to connect this to the base color.
You'll see that for an OSL map,
we've got a whole bunch of outputs.
Now this is kind of new to 3ds Max.
Originally, 3ds Max maps only had one output,
but OSL kind of expanded the possibilities.
Let's connect the color RGB output
to the Base Color Map input of this physical material.
And when we do that, we see a preview in our view ports,
and we see the connection wire is in blue.
Normally the connection wires are in red.
The reason this one is displayed in blue
is to indicate to us that there's actually
a hidden node called a Map Output Selector node.
And that is hidden by default.
Let me just expose it,
so you can see what I'm talking about.
If we go into the Slate Material Editor menu
to Options, Preferences, there's a switch in here.
Hide Single Map Output Selectors.
Turn that off, click OK,
and now we have another node in here.
And we can rearrange our graph actually
by clicking in that graph to give it focus.
We can press the l key on our keyboard,
and that'll lay out the graph.
The Map Output Selector merely serves the purpose
of selecting a particular map output,
in this case the color output,
to plug into our material.
Okay, so that's hidden by default.
We can re-hide it.
We can go back into Options, Preferences,
and re-enable Hide Single Map Output Selectors,
click OK.
Click in that view
and press the l key to lay it out.
And we can zoom back into a hundred percent,
so we can see this a little bit more clearly.
Okay, so we've got one of our bitmaps.
It's the base color.
Now let's add the other one, which is the bump map.
And we can do that actually
by dragging outward from a map input.
We've got a whole bunch of map input ports here,
and we can click and drag on one of them
to create a new node.
So I'll click and hold my mouse down
on the Bump Map port and drag outward,
and I get a red wire.
Release the mouse
and I get a popup menu from which I can choose a map.
I'll go to Maps, OSL,
and once again, we're going to do a Bitmap Lookup.
And once again,
we want to browse in our current project's
scene assets images,
make sure that's where we're at.
By the way, don't pay attention to this field up here,
that's not our current location.
That's a History field
from which we could choose some location.
That's not telling us the where we are current necessarily.
Anyway, so we are currently in scene assets images,
and we scroll down once again,
and let's choose tiles_travertine_versailles_bump.jpg.
Click Open.
And we also need to choose which output.
We are automatically taken to a popup menu.
And once again, we'll choose color RGB.
That connection's been made,
and now we do have a Bump Map here in our view.
And if we click in that view, it'll refresh.
We can make it more obvious and more exaggerated
by going to our physical material
and scrolling down into the Special Maps Bump Map.
We can increase that up to some high value like five.
Now it's quite clear that we have a Bump Map there.
All right.
I'll bring this back down to something reasonable.
I'll bring that down to one.
Now we come to the magic of these OSL nodes,
the ability to change the mapping coordinates
for more than one node at a time.
And that's very easily done
with a UVW Transform node.
Pan over with the middle mouse button.
And you'll see, in each one of these Bitmap Lookup nodes,
we have a UV Coordinate Input.
Click and drag on that and then release the mouse,
choose Maps, OSL, UVW Coordinates, UVW Transform.
That node is created,
and it's automatically selected.
And you'll see, we've got a whole bunch
of parameters down here, like Tiling and Rotation.
The most basic thing we can do is change the scale.
I can set the scale to a higher number like 10,
and now this map is 10 times larger,
and it's tiling 10 fewer times across the same surface.
But we've only done that for the base color.
We still have our Bump Map down here,
which is still at a scale of one.
All we need to do is just connect the output
of this UVW Transform node to the input of our bitmap.
So click and drag on the UVW output
and then connect it to the UV Coordinate input
on our Bump Map.
And there it is.
Now both of those maps,
the base color and the Bump Map,
are deriving their scale coordinates
from the UVW Transform node.
We can select that.
And with that node selected,
we can go back and change the scale.
We can set it to something like two
or back down to the initial value we had,
value of one.
And of course, all these other parameters are in effect.
For example, we could click and drag on the Rotation,
and that's going to rotate all those mapping coordinates.
So we could set this to a value like 45 degrees.
And again, that's affecting both
of these Bitmap Lookup nodes,
the base color and the bump.
All right. That's very cool.
That's the advantage of using the Bitmap Lookup node.