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Chapter 19 Exploring the Material Editor 549

Reflection Dimming controls how much of the original reflection is lost as the surroundings are reflected within the scene.

Shininess and specular highlights

Shiny objects, such as polished metal or clean windows, include highlights where the lights reflect off their surfaces. These highlights are called specular highlights and are determined by the Specular settings. These settings include Specular Level, Glossiness, and Soften values.

The Specular Level is a setting for the intensity of the highlight. The Glossiness determines the size of the highlight — higher values result in a smaller highlight. The Soften value thins the highlight by lowering its intensity and increasing its size.

A rough material has the opposite properties of a shiny material and almost no highlights. The Roughness property sets how quickly the Diffuse color blends with the Ambient color. Cloth and fabric materials have a high Roughness value; plastic and metal Roughness values are small.

Other properties

Max uses several miscellaneous properties to help define standard materials, including properties such as Diffuse Level and Metalness.

The Diffuse Level property controls the brightness of the Diffuse color. Decreasing this value darkens the material without affecting the specular highlights. The Metalness property controls the metallic look of the material. Some properties are available only for certain material types.

Note

Before proceeding, you need to understand the difference between a material and a map. A

 

material is an effect that permeates the 3D object, but most maps are 2D images (although

 

procedural 3D maps also exist) that can be wrapped on top of the object. Materials can con-

 

tain maps, and maps can be made up of several materials. In the Material Editor, materials

 

appear shaded in the sample slots, and maps appear as 2D images. You usually can tell

 

whether you’re working with a material or a map by looking at the default name. Maps show

 

up in the name drop-down list as Map and a number (Map #1), and materials are named a

 

number and Default (7- Default).

Working with the Material Editor

The Material Editor is the interface with which you define, create, and apply materials. You can access the Material Editor by choosing Rendering Material Editor, clicking the Material Editor button on the main toolbar (it has four small rendered spheres on the icon), or using the M keyboard shortcut.

Using the Material Editor controls

At the top of the default Material Editor window is a menu of options including Material, Navigation, Options, and Utilities. The menu commands found in these menus offer the same functionality as the toolbar buttons, but the menus are often easier to find than the buttons with which you are unfamiliar.

Below the menus are six sample slots that display a preview of some available materials. Surrounding these slots are button icons for controlling the appearance of these sample slots and interacting with materials. Figure 19-1 shows the Material Editor.

550 Part IV Materials and Maps

The button icons to the right and below the sample slots control how the materials appear in the editor. These buttons are defined in Tables 19-1 and 19-2.

Sample slots

Vertical buttons

Material name

Horizontal buttons

Figure 19-1: Use the Material Editor window to

create, store, and work with materials.

Table 19-1: Material Editor Buttons — Vertical

Toolbar Button

Name

Description

 

 

 

 

Sample Type (Sphere,

Controls the type of object displayed in the

 

Cylinder, Box, Custom)

sample slot. The default object is a sphere. Other

 

 

options available as flyouts include a cylinder

 

 

and a cube. You can also select a custom object

 

 

to use as the preview object.

 

Backlight (L)

Turns backlighting in the selected sample slot on

 

 

or off.

 

Background (B)

Displays a checkered background image (or a

 

 

custom background) behind the material, helpful

 

 

when displaying a transparent material.

 

Sample UV Tiling

Sets UV tiling for the map in the sample slot.

 

(1×1, 2×2, 3×3, 4×4)

The default is 1×1. Additional options available

 

 

as flyouts are 2×2, 3×3, and 4×4. This setting only

 

 

affects maps.

Chapter 19 Exploring the Material Editor 551

Toolbar Button

Name

Description

 

 

 

 

Video Color Check

Checks the current material for colors that are

 

 

unsupported by the NTSC and PAL formats.

 

Make Preview (P),

Used to generate, view, and save material

 

Play Preview,

preview renderings. These animated material

 

Save Preview

previews enable you to see the effect of an

 

 

animated material before rendering.

 

Options (O)

Opens the Material Editor Options dialog box.

 

 

This dialog box includes settings for enabling

 

 

material animation, loading a custom

 

 

background, defining the light intensity and

 

 

color, and number of sample slots.

 

Select by Material

Selects all objects using the current material. This

 

 

button opens the Select Objects dialog box with

 

 

those objects selected.

 

Material/

Opens the Material/Map Navigator dialog box.

 

Map Navigator

This dialog box displays a tree of all the levels for

 

 

the current material.

 

 

 

Table 19-2: Material Editor Buttons — Horizontal

Toolbar Button

Name

Description

 

 

 

 

Get Material (G)

Opens the Material/Map Browser for selecting

 

 

materials.

 

Put Material in Scene

Updates the materials applied to objects in the

 

 

viewport after materials have been edited.

 

Assign Material to

Paints the selected object with the selected

 

Selection

material.

 

Reset Map/Mtl to

Removes any modified properties and resets the

 

Default Settings

material properties to their defaults.

 

Make Material Copy

Creates a copy of the current material in the

 

 

selected sample slot.

 

Make Unique

Makes instanced materials into a new

 

 

standalone material.

 

Put to Library

Opens a simple dialog box that lets you rename

 

 

the material and saves it into the current open

 

 

library.

 

Material Effects

Sets a unique channel ID for applying

 

Channel

post-processing effects. This button includes

 

 

channels 1–15 as flyouts. A material with

 

 

channel 0 means no effect will be applied.

Continued

552 Part IV Materials and Maps

Table 19-2 (continued)

Toolbar Button

Name

Description

 

 

 

 

Show Map in Viewport

Displays 2D material maps on objects in the

 

 

viewports.

 

Show End Result

Displays the material in the sample slot with all

 

 

levels applied. If this button is disabled, you will

 

 

see only the level that is currently selected.

 

Go to Parent

Moves up one level for the current material. This

 

 

applies only to compound objects with several

 

 

levels.

 

Go Forward to Sibling

Selects the next maps or material at the same

 

 

level.

 

Pick Material From

Enables you to select a material from an object

 

Object

in the scene and load the material into the

 

 

selected sample slot.

 

Material

Lists the elements in the current material. You

 

drop-down list

can change the material or map name by typing

 

 

a new name in this field.

 

Type button

Displays the current material or map type that is

 

 

being used. Clicking this button opens the

 

 

Material/Map Browser where you can select a

 

 

new material or map type.

 

 

 

Below the material name and type button is where the rollouts for the current material are opened. These rollouts change depending on the material type.

Cross-

The Material Effects Channel IDs are used with the Rendering Effects dialog box to apply spe-

Reference

cific effects, such as glow and blur, to a material. To learn more about these effects, see

 

 

Chapter 43, “Using Rendering Elements and Render Effects.”

Using the sample slots

The Material Editor includes 24 sample slots that display materials and map examples. Each of these sample slots contains one material or map. Only one sample slot can be selected at a time — the selected slot is outlined with a white border. Click one of the material slots to select it.

Note

Sample slots cannot be empty — they always contain a material of some kind.

Chapter 19 Exploring the Material Editor 553

Sample slots are temporary placeholders for materials and maps. An actual scene can have hundreds of materials. By loading a material into a sample slot, you can change its parameters, apply it to other materials, or save it to a library for use in other scenes. When a file is saved, all materials in the Material Editor are saved with the file.

Twenty-four slots are available, but the default layout displays only six. You can access the other 18 slots using the scroll bars. You can also change the number of displayed slots. To change the number of slots, choose Options Cycle Sample Slots (or press the X key), or right-click any of the material slots and select 2×3, 3×5, or 4×6 from the pop-up menu. These options are also available in the Options dialog box (keyboard shortcut, O). Figure 19-2 shows the Material Editor with 24 sample slots displayed.

Figure 19-2: You can set the number of sample slots in the Material Editor to display 6, 15, or 24 slots.

Note

The 24 default sample slots that are available when the Material Editor is opened are loaded

 

from the medit.mat file in the \matlibs subdirectory. To load your own default materials, save

 

them into this file.

Magnifying a sample slot

The Material Launch Magnify Window menu command (also found in the right-click pop-up menu) opens the material in a magnified window. You can also open this window by doubleclicking the sample slot. You can resize the window to view the material at any size, and you can set it to automatically update when changes are made. If the Auto option is disabled, you can update the material by clicking the Update button. Figure 19-3 shows the magnified window. This window is great for seeing the intricate details of a material.

554 Part IV Materials and Maps

Figure 19-3: Open materials in a magnified window by double-clicking them.

Using different sample objects

You can change the Sample Type object displayed in the sample slots to be a sphere, cylinder, or box using the Sample Type button at the top right of the Material Editor window.

The Options button (the seventh button from the top in the vertical column of buttons at the right) opens the Material Editor Options dialog box (also opened with the keyboard shortcut, O), where you can designate a custom sample object. The sample object must be contained in a .max or .chr file. To create a sample object, create and save a Max scene with a single object that fits inside a 100-unit cube.

The scene can also include custom lights and cameras. The object must have Mapping Coordinates enabled. You can enable them by selecting the Generate Mapping Coordinates option for objects like primitives or by applying the UVW Map modifier. To make the object available, click the File Name button and select the option to Load Camera and/or Lights. After the object loads, its name appears on the button in the Options dialog box. You can then select the custom object from the Object Type flyout button. Figure 19-4 shows the Material Editor with several different object types loaded, including a custom object.

Dragging materials

When you right-click the active sample slot, a pop-up menu appears. From this menu, you can select several commands. The Drag/Copy command is a toggle setting. This option also lets you drag and drop materials between the various sample slots. When the Drag/Copy option is enabled, it leaves a copy of the material when it’s dragged to another slot. This option also allows you to drag a material to an object in the viewports. Dropping a material onto an object automatically assigns the material to that object.

The Drag/Rotate pop-up menu command (also found in the Options menu) lets you rotate the material object in the sample slot when you drag with the mouse. Dragging on the object rotates it about its X axis and Y axis, and dragging from the corner of the sample slot rotates it about its Z axis. This feature is useful for looking at how maps are applied. Holding down the Shift key constrains the rotation about a single axis. The Material Reset Sample Slot Rotation menu command resets the material object to its original orientation.

Chapter 19 Exploring the Material Editor 555

Figure 19-4: You can load a custom sample object to be displayed in the sample slots.

You can also drag materials from the sample slots back and forth among the Material/Map Browser, the Asset Manager Utility, and any rollouts where you can specify maps, such as the Environment Map button (found in the Environment dialog box, accessed via Rendering Environment), and the Projector and Shadow Map buttons (found in the rollouts for a selected light).

Naming materials

Every material has a name that appears beneath the sample slots in a drop-down list. This same name appears in the Material Editor’s title bar. You can rename a material by typing a new name in the material name drop-down list. This name appears in the Material/Map Navigator dialog box and in the Track View. When a material is saved to a Library with the Put to Library button, a dialog box opens that enables you to rename the material. You can see the name of any of the materials in the sample slots by moving the mouse over the top of the sample slot; the material name appears as a tooltip.

Note If you drag a material from one sample slot to another, a copy is made with the same name as the original. If one of these materials is changed and then applied to the scene, a warning dialog box appears stating that a material with the same name already exists in the scene. It also gives you the option of replacing or renaming the material.

Getting new materials

You load new materials into the sample slots by clicking the Get Material button (the leftmost button on the horizontal toolbar), choosing the Material Get Material menu command, or

556 Part IV Materials and Maps

pressing the G key. This opens the Material/Map Browser where you can select a new material by double-clicking it. The new material loads into the selected sample slot. The Material/Map Browser is covered later in this chapter.

Caution

The Material/Map Browser holds materials and maps. If you select a material map, a 2D map

 

is loaded into the sample slot. 2D maps cannot be applied directly to an object in the view-

 

port. You can tell the difference between a map and material because maps are flat 2D

 

bitmaps and materials are shown on an object like a sphere.

Assigning materials to objects

When you select a material, you can apply it to the selected object in the viewports with the Assign Material to Selection button (the third button from the left on the horizontal toolbar under the sample slots) or with the Material Assign to Selection menu command.

Alternatively, you can drag a material from its sample slot and drop it on an object.

When you assign a material to an object in the scene, the material becomes “Hot.” A Hot material is automatically updated in the scene when the material parameters change. Hot materials have white corner brackets displayed around their sample slots. You can “cool” a material by clicking the Copy Material button (the fifth from the left) or choosing Material Make Material Copy menu command. This detaches the sample slot from the material in the scene to which it is applied, so that any changes to the material aren’t applied to the object.

Whenever a material is applied to an object in the scene, the material is added to a special library of materials that get saved with the scene. Materials do not need to be loaded in one of the sample slots to be in the scene library. You can also load materials into the scene library that aren’t applied to an object using the Put Material to Scene button (the second button from the left) or the Material Put to Scene menu command. You can see all the materials included in the scene library in the Material/Map Browser by selecting the Scene radio button.

In addition to the scene library, you can also put materials into a separate material library. The Put to Library button (the seventh from the left) or the Material Put to Library menu command places the current selected material into the default library. Clicking the Get Material button opens the Material/Map Browser where you can see the current library by clicking the Material Library radio button.

Picking materials from a scene

Another useful option is obtaining a material from an object in the scene. Clicking the eyedropper button to the left of the Material Name or choosing the Material Pick from Object menu command changes the cursor to an eyedropper. You can then click an object in one of the viewports, and the object’s material is loaded into the current sample slot.

Selecting objects by material

If you want to select all the objects in your scene with a specific material applied (like the shiny gold material), then select the material in the sample slots and click on the Select by Material button in the vertical set of buttons, or choose the Utilities Select Objects by Material menu command. This command opens the Select Objects dialog box with all the objects that have the selected material applied. Clicking the Select button selects these objects in the viewport.

Chapter 19 Exploring the Material Editor 557

Previewing materials and rendering maps

The Material Make Preview menu command, along with the Make Preview button and the P keyboard shortcut, opens the Create Material Preview dialog box, shown in Figure 19-5. Using this dialog box, you can create a preview of an animated material. The dialog box lets you specify the Preview Range and Frame Rate, as well as the Image Size, which is a percentage of the default resolution.

Cross-

Animated materials are covered in Chapter 30, “Animation Basics.”

Reference

 

After you create a material preview, you can view the preview with the Material View Preview menu command. This opens the default media player and plays the animated preview. To save the preview as a file, use the Material Save Preview menu command. Preview files are saved as .AVI files.

The Utilities Render Map menu command (also found in the right-click pop-up menu) opens the Render Map dialog box, shown in Figure 19-5. This option is available only if the selected material has a map applied. The Render Map dialog box lets you select the Range of frames to include and the Dimensions of the rendered image. You can click the Files button to open a file dialog box where you can name the render map and specify the file type. The Render button renders the current map as a bitmap or an animation to the Rendered Frame Window and to the file (if selected).

Figure 19-5: The Create Material Preview and Render Map dialog boxes offer two ways to render a material.

Note

You can save render maps as .AVI, .BMP, .CIN, .EPS, .FLC, .HDR, .JPEG, .PNG, .MOV, .SGI, .RGB,

 

.RLA, .RPF, .TGA, .TIF, and .DDS files.

558 Part IV Materials and Maps

Setting Material Editor options

You open the Material Editor Options dialog box by clicking the Options button to the right of the sample slots, selecting Options from the Options menu, right-clicking the pop-up menu, or by just pressing the O key. Figure 19-6 shows this dialog box.

Figure 19-6: The Material Editor Options dialog box offers many options for controlling the Material Editor window.

The Material Editor Options dialog box includes options that control how the materials are displayed in the sample slots. These options are as follows:

Manual Update: Doesn’t update any changes in the sample slot until the slot is clicked on.

Don’t Animate: Causes materials not to animate when an animation is played or the Time Slider is dragged. It does, however, update these materials to the current frame.

Animate Active Only: Animates only the active sample slot if it contains an animated material. This option isn’t available when the Don’t Animate option is selected.

Update Active Only: Updates only the active sample slot when changes are made to the material.

Antialias: Enables anti-aliasing for all sample slots. Aliasing is a negative staircase-type effect that occurs for pixel-based images when adjacent pixels along the edges of an image are different colors. Anti-aliasing is a process for eliminating this distracting effect and smoothing the edges.

Chapter 19 Exploring the Material Editor 559

Progressive refinement: Causes materials to be rendered progressively. This causes the material to appear quickly as blocky sections and then slowly in more detail. This gives you a rough idea of how the material looks before the rendering is finished.

Simple Multi Display Below Top Level: Displays several different areas for only the top level when a Multi/Sub-Object material is applied.

Display Maps as 2D: Displays standalone maps in 2D and not on the sample object. This feature helps you to know when you’re looking at a map versus a material.

Custom Background: Enables you to use a custom background behind the sample slots. You can load the background using the button to the right of the option. Once changed, the new background is used in all sample slots where the background is enabled.

Display Multi/Sub-object Material Propagation Warning: Lets you to disable the warning screen that appears when you apply a Multi/Sub-object Material to an instanced object.

This dialog box also offers options to adjust the color and intensity of the Top and Backlights used to render the materials in the sample slots. The intensity of these lights is determined by the Multiplier values. You use the Ambient Light Intensity value to control the brightness of the Ambient light in the sample slots; use the lock icon to set the color to the same as the Diffuse color. The Background Intensity value sets the brightness of the background: A value of 0 produces a black background, and 1 produces a white background. The 3D Map Sample Scale option scales the maps applied to the sample object for all slots. By scaling the map, you can match it up with the scale of an object in the scene. You can reset all these options to their default values using the Default buttons on the right.

The Custom Sample Object button is for loading a Custom Sample Object (as discussed earlier) and includes options for specifying the number of sample slots.

Resetting materials

The Reset Material/Maps to Default Settings button (the fourth from the left) lets you reset the selected material to its default settings. If you apply the selected material to a material in the scene, then a dialog box appears that lets you reset just the sample slots or both the sample slots and the material applied to objects in the scene.

Removing materials and maps

If you accidentally apply an unwanted material to an object, you can replace the material with another material by dragging the new material onto the object. If you want to view the object color within the viewport, then open the Display panel, and in the Display Color rollout, select the Object color option for Wireframe and Shaded. The Material Color options display the material color in the viewports.

If you apply a material or map to an object that doesn’t look just right and tweaking it won’t help, you can always return to square one by removing the material or any mappings that have been applied to the object. The tool to remove materials and maps is the UVW Remove utility. You can access this utility by clicking the More button in the Utility panel and selecting UVW Remove from the list of Utilities.

560 Part IV Materials and Maps

This utility includes a single rollout that lists the number of objects selected. It also includes two buttons. The UVW button removes any mapping coordinates from the selected objects, and the Materials button removes any materials from the selected objects. This button restores the original object color to the selected objects. Alternatively, you can select the Set Gray option, which makes the selected object gray when the materials are removed.

Using the Fix Ambient utility

Standard material types always have their Ambient and Diffuse colors locked together. If you have older files with unlocked Diffuse and Ambient colors, the Fix Ambient utility can be used to locate and fix all materials in the scene with this condition. To access this utility, open the Utilities panel, click the More button, and select the Fix Ambient utility. Clicking the Find All button opens a dialog box that lists all materials in the scene with unlocked Diffuse and Ambient colors.

New

The Fix Ambient utility is new to 3ds max 6.

Feature

 

Tutorial: Coloring Easter eggs

Everyone loves spring with its bright colors and newness of life. One of the highlights of the season is the tradition of coloring Easter eggs. In this tutorial, we use virtual eggs — no messy dyes and no egg salad sandwiches for the next two weeks.

To create our virtual Easter eggs and apply different colors to them, follow these steps:

1.Open the Easter eggs.max file from the Chap 19 directory on the CD-ROM. This file contains several egg-shaped objects.

2.Open the Material Editor by choosing Rendering Material Editor (or press the M key).

3.Increase the number of sample slots by right-clicking the active material and selecting 5×3 Sample Windows from the pop-up menu.

4.Select the first sample slot, and click the Diffuse color swatch in the rollout below it. From the Color Selector that appears, drag the cursor around the color palette until you find the color you want and then click Close.

5.In any viewport, select an egg and then click the Assign Material to Selection button in the Material Editor, or you can simply drag the material from its sample slot to the viewport object.

6.Repeat Steps 4 and 5 for all the eggs.

Figure 19-7 shows the assortment of eggs that we just created.