Autodesk 3ds Max 2009 User manual

  • Hello! I've reviewed the Autodesk 3ds Max user manual and am ready to assist with your questions. This manual covers a broad range of topics including materials, maps and the material editor, enabling you to design complex 3D scenes. Feel free to ask me about anything you find in the document!
  • What is the Material Editor used for?
    What is the default material type?
    What are mapping coordinates also known as?
    What does the Metal shading type do?
Help: Volume 3
Autodesk®
3ds Max®
2009
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Material Editor,
Materials, and Maps
Materials describe how an object reflects or transmits light. Within a material, maps can
simulate textures, applied designs, reflections, refractions, and other effects. (Maps can also
serve as environments and projections from lights.) The Material Editor is the dialog you use
to create, alter, and apply the materials in your scene.
Image by Michael McCarthy
19
5259
See also:
Designing Materials on page 5260
Types of Materials on page 5379
Material Editor on page 5284
Types of Maps on page 5767
Designing Materials
Materials make objects look more convincing.
These topics give you an overview of using the Material Editor to design
materials on page 8041. The Material Editor on page 5284 gives you a wide variety
of options for designing material, as well as myriad controls. If youre new to
the Material Editor, read this topic for a general idea about working with
materials, and what the most important options are.
5260 | Chapter 19 Material Editor, Materials, and Maps
For more details, follow the links in the workflow outline.
Workflow Outline
In general, when you create a new material and apply it to an object, you
follow these steps:
1Make a sample slot on page 5262 active, and enter a name for the material
you are about to design.
2Choose the material type on page 5264.
TIP 3ds Max provides two renderers: the default scanline renderer on page
6141 and the mental ray renderer on page 6230, each with distinctive capabilities.
You choose a renderer for each scene based on its features. It is a good idea
to design materials with a particular renderer in mind. The mental ray
Connection rollout on page 5385 lets you add features unique to the mental
ray renderer to basic 3ds Max materials.
When rendering with mental ray, its highly recommended that you use
the Arch & Design material on page 5544 whenever possible. This material
is optimized for use with mental ray and offers a number of distinct
advantages over other materials available with 3ds Max.
3For a Standard or Raytrace material, choose the shading type on page 5265.
4Enter settings for the various material components on page 5267: diffuse
color, glossiness, opacity, and so on.
NOTE Lights and Shading on page 5268 describes how lights affect the
appearance of a material. Choosing Colors for Realism on page 5270 gives
guidelines on getting good results from unmapped materials.
5Assign maps on page 5274 to the components you want to map, and adjust
their parameters.
6Apply on page 5278 the material to the object.
7If necessary, adjust the UV mapping coordinates on page 5279 in order to
orient maps with objects correctly.
8Save on page 5280 the material.
Designing Materials | 5261
Sample Slots and Material Name
The sample slots on page 5304 display previews of materials. They are the most
prominent feature of the Material Editor interface. Below and to the right of
the sample slots are various tool buttons on page 5317 for the Material Editor.
Below the tool buttons is a name field that shows the name of the material.
TIP Always give a material a unique, intelligible name as soon as you begin to
work on it.
By default, six sample slots are visible at once. The Material Editor actually
holds 24 materials at one time. You can use the scroll bars to move among
the sample slots, or you can change the number of sample slots visible at once
to 15 or 24 slots. Seeing more slots at once can be helpful if you are working
with a complex scene.
5262 | Chapter 19 Material Editor, Materials, and Maps
IMPORTANT While the Material Editor can edit no more than 24 materials at a
time, a scene can contain an unlimited number of materials. When you are through
editing one material, and have applied it to objects in the scene, you can use that
sample slot to get on page 5341 a different material from the scene (or create a new
one) and then edit it.
To increase the number of sample slots visible at once, right-click a slot and
then choose 5 X 3 Sample Windows or 6 X 4 Sample Windows from the pop-up
menu.
NOTE The right-click menu also has an Options choice on page 5335. This displays
a dialog with various options for sample display. Exploring these options can help
you learn to preview materials effectively. However, keep in mind that these settings
affect the sample display only. They change nothing in the 3ds Max scene.
When more sample slots are visible, the images are smaller, but you can display
a larger, floating, and resizable material sample by double-clicking the slot
you want to see better.
Click a sample slot to make it active. Now you can design a new material from
scratch, or you can load a previously stored material by clicking Get Material
on page 5341, which displays the Material/Map Browser. The Browser is a dialog
that lets you choose materials and maps from a material library, from the
scene, and so on.
You can also copy a material from one sample slot to another. Drag the slot
with the material to another slot. To avoid confusion, rename the copy in the
new sample slot before you begin to make changes to it.
Sample Slots and Material Name | 5263
Material Type
Every material has a type. The default is Standard on page 5395, which is the
material type you will probably use most often. In general, other material
types are for special purposes. The other material types are:
Advanced Lighting Override on page 5734
Used to fine-tune the effects of a material on Advanced Lighting on page
6153, including light tracing on page 6154 and radiosity solutions on page 6168.
Radiosity Override is not required for calculating advanced lighting, but
it can enhance the result.
Blend on page 5708
Mixes two other materials together. Can use a mask or a simple amount
control.
Composite on page 5711
Mixes up to 10 materials.
Double-Sided on page 5713
Contains two materials, one for the front and one for the back faces of an
object.
Ink 'n Paint on page 5742
Creates cartoon effects with flat shading and inked borders.
Lightscape on page 5741
Supports import on page 7253 and export on page 7251 of data from the
Lightscape product.
Matte/Shadow on page 5699
Displays the environment but receives shadows. This is a special-purpose
material. The effect is similar to using a matte in filmmaking.
Morpher on page 5716
Lets you morph between materials using the Morpher modifier on page
1545.
Multi/Sub-Object on page 5720
Lets you apply multiple sub-materials to a single object's sub-objects.
Raytrace on page 5490
Supports the same kind of diffuse mapping as Standard material, but also
provides fully raytraced reflections and refractions, along with other effects
such as fluorescence.
5264 | Chapter 19 Material Editor, Materials, and Maps
Shell on page 5732
Contains a material that has been rendered to a texture on page 6371, as well
as the original material upon which the texture is based.
Shellac on page 5727
Mixes two materials by applying a "shellac" material to another.
Standard on page 5395
Uses surface shaders to simulate materials. In general, the standard material
is probably the best choice for a simple material if you choose to use
standard light objects. If you use photometric lights, use the default
Architectural material.
Top/Bottom on page 5729
Contains two materials, one for faces that point upward, the other for faces
that point downward.
Standard materials let you set values for components such as color,
glossiness, and opacity. They also let you apply maps to the components,
which can produce an enormous variety of effects. Some other material
types have these features as well. Some materials, such as Multi/Sub-Object
or Double Sided, have controls only for combining other materials.
mental ray Materials
A group of materials is provided for use with the mental ray renderer on page
6230. See mental ray Materials on page 5543.
Shading Type
The Standard and Raytrace materials let you specify a shading type. Shading
types are handled by a "shader," which describes how the surface responds to
light.
WARNING When you change the shading type of a material, you lose the settings
(including map assignments) for any parameters that the new shader does not
support. If you want to experiment with different shaders for a material with the
same general parameters, copy the material to a different sample slot on page 5304
before you change its shading type. That way, you can still use the original material
if the new shader doesn't give you the effect you want.
Shading Type | 5265
Samples of different shading for a standard material
1. Anisotropic
2. Blinn
3. Metal
4. Multi-layer
5. Oren-Nayar-Blinn
6. Phong
7. Strauss
8. Translucent
Several different shaders are available. Some of these are not available for the
Raytrace material, as indicated below. Blinn is the most general-purpose of
5266 | Chapter 19 Material Editor, Materials, and Maps
these shaders. The others have special purposes, especially regarding how the
material creates highlights.
Anisotropic on page 5424
Creates surfaces with noncircular, "anisotropic" highlights; good for
modeling hair, glass, or metal.
Blinn on page 5426
Creates smooth surfaces with some shininess; a general-purpose shader.
Metal on page 5427
Creates a lustrous metallic effect.
Multi-Layer on page 5428
Creates more complex highlights than Anisotropic by layering two
anisotropic highlights.
Not available for Raytrace material.
Oren-Nayar-Blinn on page 5429
Creates good matte surfaces such as fabric or terra-cotta; similar to Blinn.
Phong on page 5426
Creates smooth surfaces with some shininess; similar to Blinn, but doesn't
handle highlights (especially glancing highlights) as well.
Strauss on page 5431
Creates both nonmetallic and metallic surfaces; has a simple set of controls.
Not available for Raytrace material.
Translucent on page 5434
Translucent shading is similar to Blinn shading, but it also lets you specify
translucency, where light is scattered as it passes through the material.
You can use translucency to simulate frosted and etched glass.
Not available for the Raytrace material.
Material Components
A material's components describe its visual and optical properties. The
components in the Architectural material on page 5526 are based on physical
qualities; for example, diffuse color, shininess, transparency, and so on. The
components in a Standard material on page 5395 include color components,
highlight controls, self-illumination, and opacity. Like the Standard material,
the Raytrace material on page 5490 uses a nonphysical model to describe surfaces.
Material Components | 5267
Standard and Raytrace material components vary depending on which shader
on page 5265 you use.
You can assign maps to most components, including color components such
as Diffuse, and value components such as Transparency or Opacity. Maps can
increase the complexity and realism of the material's appearance.
Lights and Shading
Materials work in combination with lights on page 4970. The intensity of light
that falls on a surface determines the intensity of color to display. Three factors
contribute to the intensity of light where it falls on an object:
Light intensity: A light's original intensity at its point of origin.
Angle of incidence: The more a surface inclines away from the light source,
the less light it receives and the darker it appears. The angle between a ray
of light and the face normal on page 8059 of a surface is the angle of incidence
for that face.
When the angle of incidence is 0 degrees (that is, the light strikes the face
perpendicularly), the face is illuminated at full intensity unless the light
is attenuated. Full intensity is the light's Multiplier value times the value
of the face's surface color. The Multiplier value is 1.0 by default; the surface
value is the Value component of the surface color's HSV description on
page 8105. As the angle of incidence increases, the intensity of the face
illumination decreases.
5268 | Chapter 19 Material Editor, Materials, and Maps
Angle of incidence affects intensity.
Distance: Light diminishes over distance. This effect is known as
attenuation on page 7915. By default, attenuation is turned off, but you can
turn it on and specify the distance over which it operates.
Lights and the Component Colors of a Standard Material
As the names of a standard material's color components on page 5267 imply,
the kind of light that strikes a surface with a material determines how the
surface appears when it is shaded.
Ambient color appears where the surface is lit by ambient light alone
(where the surface is in shadow).
Diffuse color appears where light falls directly on the surface. It is called
"diffuse" because light striking it is reflected in various directions.
Highlights, on the other hand, are reflections of light sources.
Specular highlights appear where the viewing angle is equal to the angle
of incidence. Glancing highlights appear where the angle of incidence is
high, relative to the observer or camera (that is, the light ray is nearly
parallel to the surface). Shiny surfaces usually have specular highlights.
Glancing highlights are characteristic of metallic surfaces.
Some surfaces are completely reflective, or nearly so. These reflect their
environment as well as the light sources that illuminate them. To model
Lights and Shading | 5269
such surfaces, you need to use reflection mapping on page 5964 or ray tracing
(see Raytrace Material on page 5490).
The three color components blend at the edges of their regions. Between
ambient and diffuse, the blending is calculated by the shader. Between diffuse
and specular, you set the amount of blending by using the standard material's
highlight controls.
Choosing Colors for Realism
Materials add greater realism to a scene only if you choose their colors and
other properties to appear like real-world objects. This topic presents some
general guidelines for choosing standard material colors. When possible, you
should also observe colors in the objects you are modeling, especially under
different lighting conditions.
For objects on which you want the viewer to focus attention, an unmapped
standard material doesn't often provide the level of realistic detail you probably
want. However, for distant and peripherally visible objects, as well as some
kinds of real-world materials, such as molded plastic, an unmapped standard
material can work well. Keeping the number of maps to a minimum can help
keep down the file size.
Indoor and Outdoor Lighting
Whether a scene is indoors or outdoors affects your choice of material colors,
just as it affects the way you set up lights on page 4970. Full sunlight is bright
and unidirectional. Most indoor lighting is less intense and more even (that
is, multidirectional) than daylight. However, some special indoor lighting
(and nighttime outdoor lighting), as for the stage, also features intense,
directional light.
Direct sunlight has a yellow tint. Materials for objects to appear in daylight
should have a specular color of a pale, unsaturated yellow (for example, RGB
values of 240, 240, 188). The ambient color should be the complement of the
specular: a deep, dark purple with a hint of the diffuse color.
Materials for objects to appear under normal interior lighting should have a
specular color that is close to white. (Our perception compensates for the
yellow or green tint that is often present in artificial light.) The ambient color
can often have the same hue as the diffuse color, but with a darker value.
5270 | Chapter 19 Material Editor, Materials, and Maps
Materials for objects to appear under spotlights should follow the general
guidelines for daylight materials. The specular color should match the
spotlight's color, and the ambient color should be a very dark value of the
spotlight color's complementary hue, mixed with a bit of the material's diffuse
color.
If you want to render an object under changing lighting conditions, you can
choose colors that are a compromise between the optimal colors for each kind
of lighting, or you can animate on page 5361 the material so that its colors
change to suit the changing light.
Representing Natural Materials
Outdoor scene with natural materials
Most natural materials have a matte surface with little or no specular color.
For natural materials such as these, use the following guidelines:
Ambient color: The ambient color depends on whether the scene is indoors
or outdoors, as previously described.
Diffuse color: Choose a color found in nature. It is best to use the observed
color of the object itself, or a similar object.
Choosing Colors for Realism | 5271
Specular color: Make the specular color the same hue as the diffuse, but
with a higher value and a lower saturation.
Glossiness: Set the Glossiness to a low value.
Some foliage, bird feathers, fish scales, and so on, are shiny. For materials
such as these, set the Glossiness to higher values. You might also want to
change the specular color so it's closer to the lighting color than the
surface's diffuse color.
Water is reflective, and is best modeled by a color component in combination
with a reflection map on page 5964 or a water map on page 5907.
While metal is a natural material, its special visual characteristics are most
apparent when it has been polished. Standard material represents this by using
a special shading type, described later in this topic.
Representing Manufactured Materials
Indoor scene with manufactured materials
5272 | Chapter 19 Material Editor, Materials, and Maps
Manufactured materials often have a synthetic color rather than an "earth
tone." Also, many manufactured materials, such as plastics and porcelain
glazes, are very shiny. For manufactured materials, use the following guidelines:
Ambient color: The ambient color depends on whether the scene is indoors
or outdoors, as previously described.
Diffuse color: Although the diffuse color doesn't have to be an "earth tone,"
as with natural materials you should used the observed color of the object
or a similar object.
Specular color: Make the specular color close to white, or to the color of
the light source. White is especially characteristic of plastic materials.
Glossiness: Set the glossiness to a high value.
Representing Metallic Objects
Metallic cup and ice cream scoop
Polished metal has a characteristic "glancing" highlight that appears where
the light is at a high angle of incidence. To generate this effect, Metal shading
uses the Cook/Torrance illumination model.
Choosing Colors for Realism | 5273
For metallic materials, you can use the Metal shading type. This disables the
specular color and highlight controls. The Metal shader calculates its own
specular color, which can vary between the diffuse color and the color of the
light.
In the diffuse region of a metal material, the ambient component is greater
than it is for other kinds of materials.
The Anisotropic, Multi-Layer, and Strauss shaders give you further options for
modeling polished metal.
If the metallic object is the focus of the scene, you can improve realism by
using a Blend material on page 5708 to combine metallic shading with a
reflection map on page 5964.
TIP When you preview metallic surfaces, it is useful to turn on a backlight.
This displays the metal's glancing highlight. The Backlight button is to the right
of the sample slots.
Using Maps to Enhance a Material
Maps provide images, patterns, color adjustments, and other effects you can
apply to the visual/optical components of a material. Without maps, material
design in 3ds Max is limited. Maps give the Material Editor its full flexibility,
and can give you dramatic results.
Spheres with various maps applied to them (as well as a reflection map applied to the
surface beneath them)
The simplest use of a map is to assign a pattern to a material's Diffuse color.
Diffuse mapping on page 5460 is also known as "texture mapping." It applies an
image or pattern to geometry the material is applied to.
5274 | Chapter 19 Material Editor, Materials, and Maps
Example of designing a mapped material:
1. Choose a sample slot.
2. Increase the highlight.
3. Apply a checker map to the material's diffuse component.
4. Apply a bump map to give the material ridges.
Using Maps to Enhance a Material | 5275
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