DirectX Shader - Metal Bump 9 Rollout

When you have chosen Metal Bump9 as the DirectX viewport shader, this rollout appears. The Metal Bump9 shader can display a variety of texture-baked maps, including normal maps for an embossed effect. It is good for displaying shiny surfaces.

Note: In order to use the Metal Bump9 shader, you must have 3ds Max configured to use the Direct3D graphics driver. To change the graphics driver configuration, refer to the Viewport Preferences topic.

The Metal Bump9 shader's results are always visible in viewports, regardless of the object type.

Warning: The Metal Bump9 shader lets you adjust settings to get various effects in shaded viewports. These settings will not necessarily apply when you display the texture-baked object on other Direct3D devices.

Interface

Ambient & Diffuse group

Ambient Color
When not black, tints the object's ambient color. Click the color swatch to display a Color Selector and choose the ambient color. Default=black.
Diffuse Color
When not white, tints the diffuse color. Click the color swatch to display a Color Selector and choose the diffuse color. Default=white.
Texture 1
Displays a texture map for the diffuse color. Typically this would be a texture-baked diffuse map, completed map, or blend map.

See Map Controls for a description of the individual controls.

Texture 2
Displays a second texture map for the diffuse color. Typically this would be a texture-baked lighting map or shadows map.

See Map Controls for a description of the individual controls.

Use Alpha
When on, displays the alpha channel. When off, does not. Default=off.
Mix Amount
Adjusts the mixing of the two texture maps in shaded viewports.

Specular group

Enable
When on, enables specular highlights for the object. Default=off.
Specular Color
Specifies a specular color for the object. Click the color swatch to display a Color Selector and choose a color. Default=white.
Texture
Displays a specular map for the object. Typically this would be a texture-baked specular map.

See Map Controls for a description of the individual controls.

Bump group

Normal
Displays a normal map for the object. Typically this would be a texture-baked normals map.

See Map Controls for a description of the individual controls.

Bump
Displays a bump map for the object. Typically this would be a bump map used for the original material.

See Map Controls for a description of the individual controls.

Bump Intensity
Adjusts the intensity of the bumps in shaded viewports.

Reflection group

Cubemap
Displays a reflection map projected cubically (around the scene). Typically this would be an environment map.
Reflection Intensity
Adjusts the intensity of reflections in shaded viewports.
Pick object and create
Click to choose an object and have 3ds Max generate the reflections used in the viewport.
Sync Standard Material
When on, adjustments you make to the Metal Bump9 shader update settings in the active Standard material, letting you save the changes you made. When off, the Standard material is unchanged. Default=off.

Map Controls

On the DirectX Shader - Metal Bump 9 rollout, all texture maps have the same general controls.

[toggle]
When on, the map is used in viewports. When off, it is not used. Default=on if a map is assigned, off otherwise.
[map button]
Click to choose the texture map to use for this component of the object.
Map Channel
Specifies the map channel used by this map.

This control is not present for the cubic reflection map (Cubemap).