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Mastering
3D Studio MAX R3 |
For each sub-material, you will see a number followed by an open space.
That number is the Material ID number that each sub-material is assigned.
These numbers match up to the numbers that are assigned to the certain
faces of an object. The open area is used for naming the sub-materials.
When you use Multi/Sub-Object materials, it is a good idea to name your
sub-materials and also practice using the Material/Map Navigator. This
is where it really comes in handy.
- 1. Open the Navigator. It gives a clear, easy-to-read
description of your material. You know just by looking at the Navigator
that the main material type is a Multi/Sub-Object type and that it is
made up of 5 sub-materials, all Standard materials.
- 2. With the Navigator open, click the first sub-material.
Notice how the Material Editor changes.
- 3. Look at the left corner above the Shader Basic
rollout. You will see the number 1. This is the current level in the
Multi/Sub-Object material.
FIGURE
8.18 Multi/Sub-Object material basic parameters
- 4. Change the name of the material to Red, and change
the Diffuse color to red (see Figure 8.19).
- 5. Click the second sub-material in the Navigator
and change the name and the color of that material to Yellow. Notice
that you are dealing with a Standard material.
Hopefully, nothing there is new to you. Use the Go to Parent and Go to
Sibling buttons to scroll through the Multi/Sub-Object material. As you
do this, keep the Navigator open because it follows the Editor to the
different levels.
FIGURE
8.19 Changing the first material in a Multi/Sub-Object
material to red
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| NOTE
The Go to Parent and Go to Sibling buttons are near the right end
of the Material Editor horizontal toolbar, just above the Type button.
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Make sure you are back to the top level of the material. Click the color
swatch below the yellow one. Change the color to a green and change the
name appropriately. Make similar changes for the last two sub-materials.
You should now have a material that looks similar to the one below (Figure
8.20) ready to be applied to an object in your scene.
FIGURE
8.20 A finished Multi/Sub-Object material
Just remember when you use the Multi/Sub-Object to take your time with
it. Be sure to name all the sub-materials and use the Navigator. Pay attention
to where you are in the Material Editor and at what level. This material
type is really just a series of Standard materials (though you can build
it from more complicated types if you need to). If you feel comfortable
with using and dealing with Standard materials, then you will not have
any problems at all with Multi/Sub-Object materials.
The Blend Type
The last type of material we will look at is the Blend material, which
is made by mixing two materials into one. The Blend material parameters
(shown in Figure 8.21) include a Mix Map for more control over how the
two materials are blended together. Table 8.7 goes over some of the main
features of the Blend material.
FIGURE
8.21 Blend material basic parameters
Table 8.7: BLEND MATERIAL PARAMETERS
Parameter
| Description
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Material 1 and Material 2
| Choose the two different materials to
be blended together. The check box next to each Material button is
used to toggle that material on or off in the Material Editor; an
off material is still present but not included in the
Blend. The Interactive button sets which material will be seen in
the viewport.
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Mask
| You can choose a map to use as a mask.
The mask selects the area of the second material for visibility according
to its grayscale values.
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Mix Amount
| Percentage of the blend between Material
1 and Material 2
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Mixing Curve
| Sets how gradually the blend occurs between
the two materials if you are using a mask
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Use Curve
| Toggle switch to turn the effect of the
mixing curve on or off
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Upper and Lower Zones
| Defines the upper and lower limits of
the two materials. If you want a more gradual blend, keep the zones
at opposite values.
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Lets create a quick and easy Blend material.
- 1. Reset MAX and create a sphere.
- 2. Open the Material Editor and change Material
#1 to a Blend material (when prompted, discard the old material).
- 3. Using the Material/Map Navigator, go to the first
sub-material level. Change the name and the color of this material to
Green.
- 4. Click sub-material number two in the Navigator.
Change its color and name to Red.
- 5. Apply the material to your object and render
your scene.
The sphere object should be Green. The reason its green is because
a Mix Amount has not been set; when the Mix Amount is set at 0, the material
in slot number 1 controls the look. What do you think would happen if
you put a value of 100 in the Mix Amount? Of course: the material will
be completely red. (Try it.) When the Mix Amount is set to 100, Material
2 will be rendered. So the percentage in the Mix Amount is percent
of the Blend that looks like Material 2.
We mentioned earlier not to trust the viewport. Always render your scene
to see how materials ultimately look. If you set the Mix Amount to 100
but didnt re-render, you now have red sample sphere in the Material
Editor but the object in the viewport is still green.
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| WARNING Always render your
scene when making changes to materials.
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Take some time to try some different settings in the Mix Amount area.
Before we talk about maps, it might be a good for you to review what
we have learned so far. Weve discussed a lot of options, but it
is important that you understand the basics of the Material Editor and
materials in general before you move on to maps.
© 2000, Frol (selection,
edition, publication)
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