key features
reference guide


In this section you will learn three things:

All information on this web site is subject to change without prior notice.

MigthyTiles and MightyTilesSlave texture maps

So let's start creating a material using both texture maps: MightyTiles and MightyTilesSlave.
The main advantage of MightyTiles is that you need only one single MightyTiles texture map to support the following five map slots in a material at once: diffuse, bump, displacement, specular, and reflection! If you make changes to the MightyTiles texture map, all other maps are updated automatically!

Here is step by step tutorial how to create a 3ds Max standard material containing the 5 maps mentioned before with support of the MightyTiles and MightTilesSlave. The steps are explained, using the Compact Material Editor. All steps are supported by screenshots.

  1. Open the "Compact Material Editor" within 3ds Max. Now click on the diffuse map button to show up the "Material/Map Browser".
  2. Select the MightyTiles texture map in the "Material/Map Browser".
  3. In the MightyTiles texture map settings, add a new tile set in the Tiles rollup by pressing the add button button. Now a new tile set will show up.
  1. Load a tile set from your MightyTiles material library (or the bitmap-based library coming with MightyTiles) by clicking the load button. A file selection dialog window will open. Within your MightyTiles material library navigate to a tile set and load it. The tile set is a .xml-file.
    In the "Tile/Tile Preview" button a tile bitmap will be shown.
  2. Now go back to the main material by clicking the "Go to parent" button.
  3. Copy the MightyTiles texture map with right click on the diffuse map slot and selecting "copy". Paste instances in the bump and displacement map slots with a right click and select "Paste (instance)".
  1. Add the MightyTilesSlave (MTS) texture map for the specular and reflection map slots. Therefore click on the specular map slot and select the MightyTilesSlave texture map from the "Material/Map Browser". Do the same for the reflection map slot. Now you should have two different MightyTilesSlave texture maps in your material.
  2. For both MTS texture maps, select in each MTS the appropriate "Map Type". For the MTS in the specular map slot select "specular color" as map type and for the MTS in the reflection slot select "reflection" as map type.
  3. For both MTS texture maps, paste the MightyTiles texture map–you copied before–as instance in the "MT Map" slot of each MTS texture map.
  1. Now you are finished with your first bitmap-based procedural MightyTiles texture map material!
  2. This is how your material will look like in the "Slate Material Editor".
    But pay attention: if you choose the "Slate Material Editor" to work 3ds Max 2012 will crash if you place a texture map in the MightyTiles ibcm slot. For 3ds Max 2012 this only works in the "Compact Material Editor".

output channels of the MigthyTiles and MightyTilesSlave texture maps

In general texture maps in 3ds Max support up to three different output channels:

  • diffuse channel: red, green, blue (three values)
  • bump channel: the normal map (three values)
  • displacement channel: the height information (one value)

In fact MightyTiles computes five different output channels:

  • diffuse
  • bump
  • displacement
  • specular
  • reflection

But 3ds Max texture maps only support the first three. Consequently the MightyTiles texture map itself supports only the first three channels:

  • diffuse: the diffuse bitmaps from the tile sets
  • bump: the bump bitmaps from the tile sets
  • displacement: the displacement bitmaps from the tile sets

There are two channels still missing: specular and reflection. The solution to that problem is the MightyTilesSlave texture map. With the help of the MightyTilesSlave texture map the output of the specular and reflection channel is supported (see image "11. Finished").
You only need one single MightyTiles texture map to support five map slots in a material at once: diffuse, bump, displacement, specular, and reflection! You change the parameters in one texture map and all five channels are updated automatically!

But it can do even more. You can choose which of the five channel of the MightyTiles texture map you want to output. This extremely useful if you want to render all of its output channels to bitmaps! Within MightyTilesSlave select the desired channel and it will be output via its diffuse output.

  • diffuse: here you can select which channel you like for output from the MightyTiles texture map: diffuse, bump, displacement, specular or reflection.

setup a render node

The MightyTiles plugin itself acts as a render node, too. For render nodes you even don't need any licences. To setup one or multiple machines as a render node, follow these steps:

  1. Install MightyTiles on every render node computer.
  2. In the settings dialogue configure the path to your bitmap-based library. It is required that the library path is exactly the same and contains the same content on every machine. This is very easy when the library is provided via a network drive.
  3. Click the ini file checkbox in the settings dialogue and save the settings. The ini file is located here: "<path to 3ds Max installation>\plugins\MightyTiles\MightyTilesRN_cfg.ini"
  4. Copy the ini file to each render node installation to "<path to 3ds Max installation>\plugins\MightyTiles\MightyTilesRN_cfg.ini". MightyTiles will read the information given in the ini file.