In the Slate Material Editor, drag another Standard material node into the active View.You now have a reasonably realistic texture for all of the containers in the utilities area of the compound. (This effect is more apparent when you render the scene: In viewports, both generators look much the same.) A bonus of the procedurally generated 3D Noise texture, is that the pattern is not quite the same on either generator.
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Now the generator casings have a recognizable camouflage pattern. In addition, change the Size value to 18.0.
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Double-click the node, then name the material Camouflage. Select Generator01 and Generator02, the large boxy objects to the left.A 3D map, on the other hand, is generated by 3ds Max. A bitmap is simply a digital image such as a scan or a photograph. See theįinally, for the generators, you will use a 3D procedural map. Note: You also have the option of maintaining multiple Views of the materials for your scene.