| The Marble map, while procedural, offers a more | | | | Just remember to keep the number of extra maps |
| realistic looking version of its name than some of its | | | | low. The more maps you use in the material, the |
| bitmap counterparts provide. As of your 3D | | | | more animatable parameters you have to keep track |
| application, there are now two marble maps, the | | | | of. Perlin Marble can be used quite well as an Opacity |
| generic Marble and a new map, Perlin Marble. | | | | map. By changing Color #1 and Color #2 to gray |
| The generic Marble is not all that useful as a texture, | | | | scale colors, you can make a nice smoke. By |
| but it functions very well for Bump maps. Perlin | | | | animating the Z Offset value in a negative direction, |
| Marble does well as a Diffuse map, an Opacity map, | | | | you can make the smoke rise. |
| and even as a Bump map if the Levels are set to a | | | | For example you can create a material that simulates |
| low number. In the Color sections of both marble | | | | an animated ballpark sign. The sign would be a |
| maps, you can use maps versus a solid color to | | | | progressively lit series of bulbs that have several |
| control the colors. | | | | starting points along the text. The Blend material uses |
| You can animate both Marble maps most effectively | | | | two masks: one is a still image of the text itself and |
| when changing the Offset values over time. As with | | | | the other is a line of animated dots. The dots are in a |
| some of the other procedural maps, by animating the | | | | single line to speed creation and render time only and |
| Offset values, you are actually changing the look of | | | | are tiled to give the appearance of an array of bulbs. |
| the map itself-not just moving it across a surface. Of | | | | You also use Video Post to apply a glow to the |
| course, you can also animate the maps that you are | | | | bulbs. |
| using in the color slots. | | | | |