8
1286 Chapter 16: Material Editor, Materials, and Maps
2.
Select the objects you want to apply the material
to.
3. Drag from the sample slot to the objects. If
more than one object is selected, you are asked
whether you want to apply to the single object
or to the whole selection.
You can also apply materials by clicking
Assign Material To Selection (page 2–1285)
on
the Material Editor toolbar.
Wa rn in g : When you apply a material to an o bject or
selection, that materia l becomes a
hot material (page
3–1047)
. When you change the m aterial’s properties,
the scene immediately updates to reflect those changes.
Any
object with that material will change its appearance,
notjusttheobjectsinthecurrentselection.Whena
material is hot, its sample slot is displayed with white
corner brackets.
To make a material no longer hot so it doesn’t
change the curren
tscene,click
Make Material
Copy (page 2–1286)
.
Reset Ma p/Mtl to Default Settings
Material Editor > Reset Map/Mtl to Default S ettings
Reset Map/Mtl to Default Sett ings resets the va lues
for the map or material in the active sample slot.
The material colors are removed and set to shades
of gray. Glossiness, opacity, and so on are reset to
their default values. Maps assig ned to the m aterial
are removed.
If you are at a m ap level, this button resets the map
to default values.
Reset changes the
name (page 2–1292) only
when
thisfieldnamesamaterialusedinthescene.
Mak e Material Copy
Material Editor > Make M aterial Copy
Material Editor menu > Material menu > Make Material
Copy
Make Material Copy
"cools" (p age 3–1018)
the
current
hot (page 3–1047)
sample slot by copying
the material to itself.
Thesampleslotisnolongerhot,butthematerial
retains its prop ert ies and name. You can adjust
the material without affecting it in the scene.
Once y o u’ve got what you want, you can click
Put
Material to Scene (page 2–1285)
to update the
material in the scene and change the sample slot to
hot again.
Mak e Unique (Material Editor)
Material Editor > Make Unique
Make Unique makes a map instance into a unique
copy. It also makes an instanced sub-mater ia l into
a unique, standalone sub-material. It gives the
sub-material a new material name. A sub-material
is a material within a
multi/sub-object material
(page 2–1403)
.
UsingMakeUniquepreventschangestothe
top-level material instance f rom affecting the
sub-material instance w ithin the multi/sub-object
material.
You can also use Make Unique at the map level,
when a map is instanced to different components
ofthesamematerial.
Procedure
Example: Create an instanced sub-material:
1.
Create a box and a sphere.