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- SAMPLES.DOC
- (Additional samples for 3D Studio Release 3)
-
- We recommend that you print this file and use it as a reference
- while you go load and examine each of the sample files. After you've
- read through the documentation, feel free to experiment.
-
-
- THING.3DS
-
- This demonstrates metallics and face-mapping
-
- It uses a face-mapped material on an object that was built
- by tessellating a cube and then scaling various vertices
- around. It has no UV coordinates applied.
-
- The bitmap TRIPAT.GIF has been applied as a texture map, and
- then repeated four times across each face by doing UV
- scaling in the Mapping Parameters dialog of 0.25%.
-
- A b/w version of this bitmap was used to create TRIBUMP.CEL,
- and the Negative button in the Mapping Parameters dialog was
- turned on so that the bumps came out instead of in.
-
- A metallic material was used to create the illusion that
- this is made out of stamped foil. To see the full effect of
- this, make a 640x480 flic out of it (using Medium palette
- mode).
-
- If you want to go truly insane, double the time-scale (up to
- 120 frames) and run it at a speed of 1 in AA Pro.
-
- For a quick change, try setting the Negative button ON in
- the texture map's Mapping Parameters dialog. This will make
- the material orange instead of blue (although I like the
- blue version better).
-
-
- DECAL.3DS
-
- This file demonstrates:
-
- combining 2 texture maps
- overlaying a decal'd texture map over a tiled one
- summed-area tables
-
- The bitmap PAT0003.JPG is used as a texture map in Texture
- slot #1. In order for it to tile 4 times around the
- sphere, its UV scaling is set to 0.25. Mirroring is turned
- ON so that each of the four tiles contains a complete 4-way
- mirror of the texture. (note that all this is happening in
- 0-1 UV space -- as defined by the texture-mapping icon
- in the Editor... magic)
-
- Also note that Texture #1 (PAT0003.TGA) is being filter
- using Summed-Area Tables. This will provide rock-solid
- filtering when animating... Try it!
-
- Since the texture-mapping icon has defined the UV space as
- 0-1 (no tiling), we can now overlay a non-tiled decal in the
- Texture slot #2. We've used X29DECL2.CEL, and have set it's
- state to decal mode. We've shrunk it way way down by
- setting its UV scaling to 0.1, and we've moved it down and
- to the right by setting the U-offset to 0.05 (a 20th to the
- right), and the V-offset to 0.1 (a 10th down).
-
- We've dragged and dropped the texture #2 map into the bump
- map slot, which has copied all of its parameters with it.
-
-
-
- GOLD.3DS
-
- This file demonstrates:
-
- gold metallic text
- tinting the reflection map with the diffuse color
- adaptive reflection blur
- light viewports
-
- Render the camera view in Metal mode with AA on. (This file
- uses the GOLD.GIF reflection map and the the TEAK.JPG files
- supplied with this release)
-
- Notice that the highlights on the text are shades of the
- diffuse material (a dielectric property of metals). This
- material also demonstrates how you can heavily tint a
- texture map with the diffuse color, as long as the ambient
- color is black. This examples how you can use this to
- produce very luminous effects.
-
- Also notice that there is a subtle transition in the amount
- of reflection blur between the front, chamfered, and side
- faces of the text. This provides a little extra reflection
- definition, and a generally more realistic reflection.
- (Note that due to this adaptive blur system, you'll
- generally only need a very small amount of blur on the
- reflection map. In this case, I'm using a blur value of
- 10.)
-
- This reflection map (gold.gif) is a simple example of
- guidelines that you should use in order to create a real
- 24-bit, high-res map. Make your own! Note that since this
- map had a bunch of red in it, and I wanted GOLD (not brass),
- I had to add quite a bit of green to the diffuse color of
- the material.
-
- Also notice, in the Editor, that the lower-left viewport is
- showing the point of view of the spotlight.
-
- Some useful techniques to make this surface look even more
- like gold would be to add a very subtle shininess map and
- possibly even a super-subtle bump map to the material.
- Experiment!
-
-
- SHINY.3DS
-
- This demonstrates:
-
- shininess mapping
-
- In this file, a sphere is mapped with CHECKOP.CEL as an
- opacity map and as a shininess map. Note how the shininess
- map's black areas force the highlight to only where the
- opaque parts of the object are.
-
-
- MASK.3DS
-
- This demonstrates:
-
- multiple texture mapping
- texture masking
-
- A sphere is mapped with JUPITER.GIF and MARBTEAL.GIF (both
- supplied with 3DSr2). CHECKOP.CEL is now used as a mask
- for Texture #2.
-
- Try pumping the Texture filtering in CHECKOP.CEL's mask
- parameters dialog up to 60-70 to create a beautiful
- soft-edged mask. Incredible possibilities here with
- animated soft-edged masks for blending multiple materials!
-
-
- FACEMAP.3DS
-
- This demonstrates
-
- face-mapping and mapping parameters
-
- A Torus is mapped with FACEMAP.CEL (a filled square frame).
- The left half of the torus is mapped with no UV rotation on
- the texture. The right half is mapped with 45-degrees of UV
- rotation on the texture. (UV rotation is applied inside of
- the Mapping Parameters dialog (S-buttons in Medit).)
-
-
- FACECUBE.3DS
-
- This demonstrates:
-
- face-mapping
-
- A cube is mapped with ASHSEN.GIF (supplied with 3DSr2) using
- the Face-mapping technique (no UV coordinates). Note how
- the wood texture map is tiled on each face of the cube.
-
-
- TINT1.3DS
-
- This file demonstrates:
-
- RGB Luma tinting
- extreme bump mapping
- metallic foil effects
-
- This uses the APE.CEL file that ships with 3DS (you already have
- it). Note that the RGB Luma Tint button is selected in the
- Texture map's Mapping Parameters dialog. This selects the Tint
- Colors to be used to "colorize" the texture map. All the
- original color is stripped out, and the luma channel of the
- texture map is mapped into the gradient defined by the orange and
- purple colors.
-
-
- TINT2.3DS
-
- This file demonstrates:
-
- Everything that TINT1.3DS demonstrates, and
- Texture map MASKING effects.
-
- In this file, the checkop.cel file is used as a mask on Texture 1
- to create a checkerboard mix of two different tintings of the ape
- map.
-
-
- TUBER.3DS
-
- This file is described on page 76 of the Advanced User's Guide.
-
- TUBER2.3DS
-
- This file is similar to TUBER.3DS, and demonstrates:
-
- tuber.axp
- stucco.sxp on a metal object
-
- In this example, stucco is used to bump-map a metal tuber object
- (note that tuber objects can only take sxp textures).
-
- HAND.3DS
-
- This file is described on page 77 of the Advanced User's Guide.
-
-
- STUCCO1.3DS
-
- This file demonstrates:
-
- stucco.sxp
-
- Traditional stucco application / parameters.
-
-
- STUCCO2.3DS
-
- This file demonstrates:
-
- stucco.sxp
-
- This time, stucco is used to create a blistered texture effect.
- Very cool.
-
-
- SOFTEN.3DS
-
- This file demonstrates the use of the PHONG/SOFTEN button in
- the Materials Editor.
-
- As the docs say (in the Materials Editor section), the Soften
- button next to the hilight sliders is very important to use
- when you're got a light hitting a Phong-shaded object at a
- glancing angle -- IF THE SHININESS SLIDER IS LESS THAN 35%.
-
- If you render the camera view, you'll see that the top
- sphere (with SOFTEN ON) renders fine, while the bottom
- (selected) sphere (NO SOFTEN) has a heavily aliased hilight.
- This graphically demonstrates why you need to use the Soften
- button in Medit.
-
- Note that Metal materials don't have this problem, and
- that's why the Soften button doesn't show up in Metal mode.
-
-
- AMBRTRAN.VP
-
- This file demonstrates:
-
- How Solid and Gradient colors can now be applied using
- alpha and transition masking in Video Post. This is an
- extremely powerful feature.
-
- How Alpha and transition Negative buttons operate.
- They are indicated in the Video Post editor by "-"
- signs in front of the Alpha and Transition indicators.
-
- This Video Post sequence uses a GIF file of Amber as an
- alpha mask for various solid color queue entries, and it uses an
- animated flic (in positive and negative alpha states) to
- transition between them.
-
-