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Diffuse Level Map

You can use a bitmap file or procedural map to control the Diffuse Level parameter. White pixels in the map leave the diffuse level unchanged. Black pixels reduce the diffuse level to 0. Intermediate values adjust the diffuse level accordingly.

Click the Material Editor icon on the Main toolbar or press M. Click and hold the icon to show the flyout.

  • Material Editor > Standard Material > Maps rollout > Diffuse Level button (appears only for the Anisotropic, Oren-Nayar-Blinn, and Multi-Level shaders)
  • Material Editor > Other materials that have a Diffuse Level component

Applying a map to the diffuse level

Top: No diffuse level map

Bottom: Using a bitmap to specify the diffuse level

Note: For a Standard or Raytrace material, the Diffuse Level parameter is available with the Anisotropic shader and Oren-Nayar-Blinn shader. For a Standard material, it is also available with the Multi-Level shader.

Reducing the Amount value of the Diffuse Level map on the Maps rollout reduces the map's effect while increasing the effect of the Diffuse Level value on the Basic Parameters rollout. When the Amount is 0 percent, the map isn't used at all.

Procedures

To use a Diffuse Level map:

  1. Click the Map button for Diffuse Level.

    3ds Max opens the Material/Map Browser.

  2. Choose from the list of map types, and then click OK.

    (If you choose Bitmap as the map type, 3ds Max opens a file dialog that lets you choose the image file.)

  3. Use the map controls to set up the map.

Alternatively, you can use the Slate Material Editor to wire a map node to the Diffuse Level component.

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