'3D Studio Max'

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"Canyon material using advanced procedurals and Vertex Colours" by Peter Åsberg


Oh no, more water maps
Not much left to say really. There are only three maps to go before this material is finally finished. And luckily, most of the maps are already done! So lets get cracking.
Open up the bump map and put a Mask map in the second slot of the Composite map named "main bump", name it "water bump". The map slot will have the bump map for the water, together with an Output map to control the effect.
Said and done, put an Output map in the map slot named "water bump strength control". And we will of course be using the omnipresent Noise map as the map. "Water bump" in other words.
Now for the actual mask. Here is where we can instance the whole "water and mud masks" Composite map. But that is too easy, so I changed one map. Actually, there's a reason for it. It just looks better. Since that means we can't instance the actual three slot Composite map, we'll just create a new one and name it "bump and specular masks". We will reuse it for the specular in a short while. Now that we have an empty Composite map, fill it up with the first two maps from the "water and mud masks" map. The last slot is the one we will be tweaking. As you might remember, that was where we had the actual water bump. Keep the mask and instance the "Water bump" we just created. And that's it. That's all there is to the water bump map. Now it's just a matter of tweaking the values so they look good.
So, now that we have a Composite map named "bump and specular map" lets use it. First, add an Output map in the Specular slot and check "Invert" in the Output rollout. Then instance the "bump and specular map" to the output slot. And that's your specular map right there. This will only affect the water, so play with the specular and gloss values to get a nice effect. Last up is the Reflection map. Again, we can instance the "bump and specular map". But first, we have some other masks to setup.
In the reflection slot, put a Mask map named "reflection water mask", add a Raytrace map for the reflections in the map slot. In the mask slot, put a second mask named "fresnel and water mask".
In the "fresnel and water mask" map slot, put an instance of the "fresnel transparency fake" from the diffuse map. The mask slot uses yet another instance of the bump and specular mask Composite map. And that's it.
Holy crap it's done!
If I haven't been way off, and if you've had some luck with the values, your result might look a little like my canyon. If it doesn't, I hope you've at least learned something from my seven pages of rambling and ranting.
While I was working on this tutorial, I was able to simplify and clean up a lot of the maps. I mean, just look at the original texture tree for this shader. Then compare it with the new and improved(?) version. The parts that gave me the most grief was probably the water masking. The original shaders complete and utter lack of naming didn't help either. That and the fact that it's been probably more than a year since I last fiddled with this scene. I created this material in a couple of days, just slapping noise maps, masks and whatnot all over the place, and as you saw from the original texture tree, it got a little chaotic. Some would say I was obsessed (or maybe posessed?). Hopefully I managed to bring some order in the chaos... If I didn't, you can always mail me and tell me I'm an idiot.
Anyhow. I sincerely hope that I've at least brought you some incentive to experiment with procedurals. They really are a lot of fun to play with! Unfortunately, they take a while to render, but you get unlimited detail. The best combination is probably a good mix between bitmaps and procedurals, since you can add a randomness and a chaos that can be tricky to do by hand in Photoshop for example. Then you have natural phenomena like oceans, fire etc (rivers of molten lava!) that benefit greatly from procedurals.
I will not supply a free version of this material, partly because the bitmaps are very scene specific, partly because it would be a very easy for it to be abused. If you really really really want the material to dig through and pick apart, then by all means, mail me. I won't promise anything to anyone though. You'll have to convince me.

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One last thing... I liked the idea of the river of lava a lot, so I did a quick test by changing the lighting and the water material. This is the result (click image for larger version):
Take care y'all!
 
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