8
Applying a Material to an Object 1249
In this case, only the first map encountered will
appear in the scene.
Navigating the M ater ial/Map Tree
When you build a material of any complexity,
you are building a material/map tree. The root
ofthetreeisthematerialitself. Thebranches
arethemapsyouhaveassignedtothematerial’s
components. Some maps can themselves contain
maps, as in a map applied to one color of a
Checker
material (p age 2–1447)
,sothetreecanbemore
than two levels deep, and can actually be as deep
as you need it to be.
The
Material/Map Navigator (page 2–1291)
is a dialog that displays the tree for the current
material. It is useful for finding a map and
displaying its parameters. Click the map to display
itsrolloutsintheMaterialEditor.Tocopyamap
to a different component of the same material, you
can also drag the map’s name from the Navigator
to a map button in the Material Editor.
The Go Forward To Sibling and Go
To Parent buttons also navigate the map tree. Go
Forward To Sibling moves laterally in the map tree,
while Go To Parent moves up the tree. (To move
downthetree,clickamapbuttonthathasamap
assigned to it.) Another way to move between
parents and children in the tree is to drop down
the
material name field (page 2–1292)
and click
the name of a map or material.
App ly i ng a M ateri a l t o an Obj ect
Therearetwowaystoapplyamaterialtoanobject:
• If the sample slot is active and the object is
already selected, click
Assign Material To
Selection (page 2–1285)
.
• Drag from the sample slot to the object.
As you drag, a tooltip appears over each object
beneath the mouse, showing the object’s name.
You can apply the material w hether the object
isselectedornot.Releasethemousetoapply
the material.
Applying a material overr ides any previous
material assignment the object might have had.
Once the material is applied, w hile the sample
slot is active, the material is "hot" and changes
you make to it affect the object automatically. See
Sample Slots (p age 2–1264)
for more about hot
andcoldmaterials.
The
Undo command (page 1–93)
works for
mate rial assignment.
You can apply only one material to an object. To
overcome this restriction, use a
Multi/Sub-Object
material (page 2–1403)
.Thisisacontainerfor
various sub-materials that correspond to specified
sub-objectssuchasdifferentfacesinamesh,
NURBS surfaces in a NURBS mo del, and so on.
You can apply the same material to multiple
objects in the scene.
See also
Dragging and Dropping Maps and Materials (page
2–1267)
Drag and Drop Sub-Object Material Assignment
(page 2–1268)
Ma ppin g Coor dinates
An object assigned a 2D mapped material (or
a material that contains 2D maps) must have
mapping coordinates. These coordinates specify
how the map is projected onto the material, and
whether it is projected as a "decal," or is tiled or
mirrored. Mapping coordinates are also known as
UV or
UVW coordinates (page 3–1122)
.These
letters refer to coordinates in the object’s own