Material Editor > Standard material > Maps rollout
A material's Maps rollout lets you access and assign maps to various components of the material.
You can choose from a large variety of map types. To find descriptions of these types, and how to set their parameters, see Map Types.
Applying the same map to different parameters is useful in some cases. For example, using a pattern to map both self-illumination and opacity can make the pattern appear to glow and hover in space.
When you map a scalar component (such as Specular Level, Glossiness, Self-Illumination, and Opacity), the component's value in the Basic Parameters rollout is blended with its associated map Amount in the Maps rollout.
For example, when the Opacity spinner is set to 0, the map Amount spinner completely controls Opacity. That is, reducing the Amount value increases the transparency of the entire surface. On the other hand, when Opacity is 100, reducing the map's Amount value increases the opacity of the entire surface. You can adjust a Checker Opacity map so that the opaque areas remain opaque, while the transparent areas become semi-transparent.
Other scalar components behave in the same way. Setting the map's Amount to 100 applies all of the map. Setting the Amount to 0 is the equivalent of turning the map off. Intermediate Amount values are blended with the value of the scalar component.
When you load old 3ds Max files or bring earlier materials from the Browser into the Materials Editor, the spinner values for Opacity, Specular Level, Glossiness, and Self-Illumination are altered, where necessary, to maintain the equivalent material effect.
To assign a map:
In the Maps rollout, click a map button.
A modal Material/Map Browser is displayed.
Use the Browse From buttons to choose where you want to look.
If you choose Material Library and the dialog's display area is blank, you need to open a library file. Click the Open button and then choose the library to browse.
To use the same map for different parameters:
In the Maps rollout, use a map button to assign a map.
The Material Editor is now at the map level, and displays controls for the map parameters.
Click Go To Parent to return to the material level, and then open the Maps rollout.
Drag the assigned map button to another map button.
The Copy (Instance) Map dialog is displayed.
Choose Copy or Instance, and then click OK.
If you choose Swap, the Material Editor swaps the two button assignments.
To view a map's parameters:
If you are currently at the material level in the Material Editor, click the button that corresponds to the map.
The parameters for the map are displayed. Also, the Show End Result and Go To Parent buttons become available.
In the Basic Parameters rollout, if a map has been assigned to a color component or parameter, the corresponding button displays a letter M. In the Maps rollout, if a map has been assigned, the corresponding button displays the map name.
To view a map's location:
Click Material/Map Navigator to view the Navigator.
The Material/Map Navigator displays the hierarchy of the current material, which contains the map.
To go to a map using the Navigator:
In the Material/Map Navigator, click the name of the map, or the green or red parallelogram to the left of the map's name.
The Navigator goes to the level of the map, and the Material Editor displays the controls for the map you clicked.
As the Navigator's map tree shows, maps for basic material components and parameters are one level below the material itself.
To preview a map in a sample slot:
Go to the level of the map, as described in previous procedures.
Turn off Show End Result.
The sample slot shows the map instead of the material. If the map contains sub-maps, these are also visible.
By default, the sample slot displays a map with no three-dimensional shading. You can change this in the Material Editor Options dialog.
To view the map interactively:
In the object's creation parameters, make sure that Generate Mapping Coords is on.
If the object type does not have a Generate Mapping Coordinates toggle, you need to assign mapping coordinates by applying a UVW Map modifier.
In the Material Editor, assign the mapped material to the object.
If you are at the material level (the top level), click the appropriate map button to go to the map level.
Turn on Show Map In Viewport.
The map appears on objects assigned the material in all shaded viewports. Now when you adjust the map, the viewports update to display the adjustments.
Turning on Show Map In Viewport for one map automatically turns this button off for all other maps the material has.
Viewports can display 2D maps such as Checker and Bitmap.
Viewports can also display most kinds of 3D maps. The exceptions are Particle Age and Particle MBlur. Also, the appearance of the Falloff map in viewports give only a vague indication of how it will appear when rendered.
Show Map In Viewport is unavailable if the active map type cannot display in viewports.
Displaying mapped materials in a viewport can slow performance. If you don't need to view the texture, turn off its viewport display.
To turn off interactive texture display:
If you are at the material level, click the appropriate map button to go to the map level.
Turn off Show Map in Viewport.
To move directly to an ancestor:
Below the Material Editor toolbar, click the arrow to the right of the map's name field.
Click a name in the Ancestor list.
With this list, you can skip intermediate levels in the tree.
The Ancestor drop-down list shows only part of the tree. It does not show side branches and siblings. To view these, use
the Material/Map Navigator or the Go Forward To Sibling and Go To Parent buttons on the Material Editor toolbar.
To change a map type:
At the level of a map, click the button labeled Type below the Material Editor toolbar.
A modal Material/Map Browser is displayed. If you were at a map, it lists only maps (if you were at a material when you clicked Type, the Browser lists only materials).
Choose a map type from the list, and then click OK.
If you change a map type and the new map type can have component maps, a Replace Map dialog is displayed. This dialog gives you a choice between discarding the original map or using it as a component map.
If the new map type does not have components, it simply replaces the original map type.
To create a standalone map tree:
Click Get Material.
In the Material/Map Browser, make sure Browse From is set to New.
Double-click the name of the map type (not a material type) you want to use, or drag the map to a sample slot.
The sample slot now contains a standalone map not associated with material parameters.
Use the Material Editor to modify the map as you would any other map.
By default, the sample slot displays a map with no three-dimensional shading. You can change this in the Material Editor Options dialog.

The Maps rollout contains a wide button for each map type. Click this button to select a bitmap file stored on disk or to select a procedural map type. After you select a map, its name and type appears on the button. Use the check box to the left of the button to turn the effect of the map off and on. When the check box is off, the map is not computed and has no effect in the renderer.
The Amount spinner determines the amount that the map affects the material expressed as a percentage of full intensity. For example, a diffuse map at 100% is completely opaque and covers the base material. At 50%, it is semi-transparent and the base material (the diffuse, ambient, and other colors of the material without mapping) shows through.
Glossiness and Specular Level Settings
The Maps rollout can have unused, disabled control rows at the bottom. This is because the number of components that can be mapped varies depending on the current shader. The last four rows are always Bump, Reflection, Refraction, and Displacement, in that order.
Note: The sub-material and sub-map buttons for most materials and maps have check boxes beside each button. These turn that branch of the material or map off or on. For example, in the Top/Bottom material, the Top Material and Bottom Material buttons each have check boxes. Similarly, the Checker map has two map buttons, one for each color. Each button has check box beside it that lets you turn off that color's map.
In the Maps rollout, the lock button to the right of the Diffuse Color map button locks ambient mapping to diffuse mapping. It is on by default. Usually it makes sense to use the same map for the ambient and diffuse components. To use different maps for ambient and diffuse, turn off the lock button. The map button for Ambient Color becomes available.