8
Material Editor Options Dialog 1281
animated materials in the Material Editor , but
you only need to see one at a time. This check
box is unavailable when Don’t Animate is on.
Default=off.
Update Active Only —When on, sample slots do not
load or generate maps until you make one sample
slot active. This can save time while you use the
Material Editor , especially when your scene uses a
lot of materials with maps. Default=off.
Antialias—Turns on
antialiasing (page 3–1001)
in
thesampleslots. Default=off.
If the mental ray renderer is used to render sample
slots, this setting is disregarded. The mental r ay
renderer’s sampling values control antialiasing.
Progr essi ve R ef inement —Turns on progressive
refinement in the sample slots. When on,
samples are rendered quickly, with large pixels,
then rendered a second time in greater detail.
Default=off.
Simple Multi Display B elow Top Level—When
on, the sample sphere for a multi/sub-object
material displays the multiple patches only at the
top level of the multi/sub-object material. The
sub-materials are displayed over the entire sphere.
When you use nested multi/sub-object materials,
the multiple patches again appear at the top level
of the nested multi/sub-object material, but the
sample sphere is again whole when displaying any
of the sub-mater ials. Default=on.
DisplayMapsas2D—When on, sample slots display
maps, including stand alone maps, in 2D. T he map
fills the entire slot. When off, maps are displayed
onthesampleobject,asmaterialsare.Default=on.
Custom Back grou nd—Lets you specify a c ustom
background for the sample slots, instead of
the default checkers background. Click the
file-assignment button to display a file dialog from
which you can select the custom background. This
can be any bitmap format supported by 3ds Max.
Turn on the Cus tom Bac kgrou nd check b ox to
use the new background in place of the checkered
background. The custom background is stored in
the
3dsmax.ini
file, so it is available from session
to session. D efault=off.
Display M ulti/Sub-Object Material Propagation
Wa rn in g—
Toggles display of warning dialog when
you apply a
multi/sub-object material (page
2–1403)
to an instanced ADT sty le-based object.
Auto-Select Tex tur e M ap Si ze—When on, and
you have a material that uses a texture map set to
UseReal-WorldScale,ensuresthatthemapwillbe
displayed correctly on the sample sphere. Turn off
to be able to enable Use Real-World Map Size For
Geometry Samples (see following).
Note: If a material uses several texture maps
at different levels, and only one is set to Use
Real-World Scale, the sample sphere will render
with real-world size coordinates.
Use R ea l-World Map S iz e For G eometr y
Samples—
This is a global setting that allows you to
manually choose which style of texture coordinates
are used. When on, real-world coordinates are
used for t he sample slot display. Otherwise, the old
style of 3ds Max mapping coordinates is active.
When off, you must tur n on Use Real-World
Scale on t he map’s C oordinates rollout to see the
sample sphere as you’d expect. Available only
when Auto-S elect Texture Map Size (above) is off.
Default=off.
Top Light color/Back Light color—Specify the two
lightsusedinthesampleslots. Clickthecolor
swatch to alter the color of either light. Adjust
the Multiplier spinners to multiply the values
(intensit y) of the lights.
Use the Default buttons to return to the initial
settings.
Ambient Light—Shows the color of
ambient light
(page 3–1002)
used in the sample slots. Click the