--- title: "Multi-Map" url: "https://help.maxon.net/r3d/3dsmax/en-us/Content/html/Texture%2B3ds%2BMulti%2BMap.html" section_path: "Shaders > Texture Shaders > Multi-Map" description: "The Multi-Map node is an exclusive node to 3ds Max, it can assign colors or textures based on several predefined sources." --- # Multi-Map You are here: # Multi-Map ## Overview The Multi-Map node is an exclusive node to 3ds Max, it can assign colors or textures based on several predefined sources. ## Examples Use a Multi-Map node anywhere a color or texture is accepted to assign variation to that input. In the example below, a Multi-Map is used to vary the Base Color of a Standard Material across 6 objects. The Multi-Map uses the Object ID mode and each object was given a unique ID from 1 to 6. However, the Map Count is only set to 5 which results in the 6th object receiving the Default Color because it is out of range. Each ID is given its own unique color but objects 3, 4, and 5 also have a texture connected to them. Note that Object 4 has the texture disabled which reverts it back to its yellow ID color and object's 3 and 5 are not affected by their color swatch (orange and blue) because the connected texture takes priority. | | | | --- | --- | | ![Image: 3ds_MultiMap_Ex_01_pic.png](https://help.maxon.net/r3d/3dsmax/en-us/Content/Resources/Images/3ds_MultiMap_Ex_01_pic.png) | ![Image: 3ds_MultiMap_Ex_01_UI.png](https://help.maxon.net/r3d/3dsmax/en-us/Content/Resources/Images/3ds_MultiMap_Ex_01_UI.png) | ## Parameters | | | --- | | ![Image: 3ds_Multimap_Param_UI.png](https://help.maxon.net/r3d/3dsmax/en-us/Content/Resources/Images/3ds_Multimap_Param_UI.png) | | | ##### Default Color Defines the color or texture map used when no ID is found or the ID value is out of range. For example, if you have a Map Count of 5 then objects with an ID of 6 or greater use the Default Color. If a texture is connected the color swatch is not used. ##### Map Count Controls the total number of IDs that can be defined. By default each ID is given a sequential value from 1 up to the Map Count but this can be manually customized per ID Color. For example, you can use a Map Count of 5 and provide inputs for IDs 5, 10, 15, 20, 25 instead of 1, 2, 3, 4, 5. ##### ID Source Controls which data type is used as the source for texture assignments from the following options: - **Face Material ID** - Uses the polygon Material ID assigned to each face. - **Object ID** - Uses the Object ID for each object. - **Random by Node Handle** - Randomly assigns colors based on an internal ID value that 3ds tracks automatically. - **Random by Object Name** - Randomly assigns colors based on an object's name, if objects share the same name they will also share the same ID color. - **Random by Particle ID** - Randomly assigns colors based on a particle's ID. ##### ID Color Each ID Color provides several options: | | | --- | | ![Image: 3ds_Multimap_ID_Color_Ex_UI.png](https://help.maxon.net/r3d/3dsmax/en-us/Content/Resources/Images/3ds_Multimap_ID_Color_Ex_UI.png) | | | 1. **ID Toggle** - Enables or disables an ID assignment. When disabled, any matching ID uses the Default Color. 2. **ID Value** - Controls which ID is used for assignment with the ID color. By default these are listed sequentially but they can be manually customized. 3. **Color** - Defines the color. When a texture is used, this color has no effect. 4. **Texture Map** - Defines the texture. 5. **Texture Toggle** - Allows a texture to be enabled or disabled without disconnecting a texture map. When disabled, the color swatch is used.