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1282 Chapter 16: Material Editor, Materials, and Maps
color swatch to change the color. When the lock
button is on, changing the Ambient Light color
here or on the
Environment panel (page 3–268)
changes b oth; when off, changing one setting does
notaffecttheother.
Use the Default button to return to the initial
setting.
B ack ground I ntensit y—Sets the background
intensity in the sample slots. The range is from 0
(black) to 1 (white). Default=0.2.
Use the Default button to return to the initial
setting.
Render Sample SizeSets the sca le of the sample
sphere to any size, making it consistent with the
object or objects in the scene that have the texture
on them. This setting affects how 2D and 3D maps
are displayed pr oviding that the sample spher es
are set to display real-world scale.
Note: Thesizeisscaledtousethecurrentunits.
This is a global option that affects all the sample
slots. Default=100.0 (Imperial units) and 2.54m
(Metric units).
Use the Default button to return to the initial
setting.
Default Texture Size—Controls the initial
size (both height and w idth) of a newly created
real-world texture. You see the result of changing
this option only when you create a new texture in
a material; the change appears in the
Coordinates
rollout (page 2–1434)
. Default=48.0 (Imperial
units) and 1.219m (Metric units).
Note: This setting applies to real-world textures
only. For the default size to be applied to newly
created textures, the Preferences dialog > General
panel > Use Real-World Texture Coordinates
check bo x must be on.
Use the Default button to return to the initial
setting.
DirectX Shader group
These options affect the viewport behavior of the
DirectX 9 Shader material (page 2–1422)
.
ForceSoftwareRenderingWhen on, forces
DirectX 9 Shader materials to use the selected
software render style for viewports. When off,
the FX file spe cified in the DirectX 9 Shader is
used un less the material’s local Force Software
Rendering toggle is on. Default=off.
Sha de Sel ected—When Force Software Rendering
is on, selected objects, and only selected objects,
are s haded by the DirectX 9 Shader material.
This toggle is unavailable unless Force Software
Rendering is on. Default=off.
Custom Sample Object group
Cont rols in this group let you specify a
custom
sample object (page 2–1269)
to use in the
sample
slots (page 2–1264)
.
File NameSelects the MAX scene file.
The scene should contain a single unlinked object
that fits in an imaginary cube 100 units on a
side. The object must be either a primit ive w ith a
Generate Mapping C oords. check box, or have a
UVW Map modifier (page 1–905)
applied to it.
Thescenecancontainacameraandlights.
Load Camera and/or Lights—Tu r n on to have
sample slots use the camera and lights in the scene,
insteadofthedefaultsampleslotlighting.
Slots group
These options let you choose how many sample
slots to display at a time.
The Material Editor always has 24 sample slots
available. You can choose to display fewer sample
slots at a larger size. When you do, scroll bars let
youmovearoundamongthesampleslots.