8
Put to Library 1287
2.
Open the Material E ditor.
3. Choose a sample slot, click the Material
Type button, choose Multi/Sub-Object in the
Material/Map Browser, and then click OK.
4. Select the box, and then apply the
new multi/sub-object material to it.
5. Drag one of the Sub-Material buttons from the
Material Editor to the sphere.
6. Choose a different sample slot, and use
the Pick Material From Object button to get the
sub-material applied to the sphere.
At this point, the material applied to the sphere
and the sub-material are instances of each
other.
7. Go to the p arameters for the instanced
sub-material by clicking its Sub-Material
button.
8. TheMakeUniquebuttonisnowavailable.
Click it to make the sub-material unique again,
and assign it a new material name.
Mak e Unique is not available for the top-level
instance of the sub-material.
Put to Libr ar y
Material Editor > Put to Library
Material Editor menu > Material m enu > Put to Library
Put to Library adds the selected material to the
current library.
A
Put to Library dialog (page 2–1298)
is displayed,
which lets you enter a name for the material that’s
different from the one you used in the Material
Editor.
The material becomes visible in the material
library display in the
Material/Map Browser (page
2–1256)
.Thematerialissavedtothelibraryfileon
disk. ( You can also save a librar y by using the Save
button in the Material/Map Browser.)
Procedure
To save a material in a librar y:
1.
Click to select the sample slot that has the
material you want to save.
2. On the Material Editor toolbar, click
Put
To Library (page 2–1287)
.
3. A
Put To Library dialog (page 2–1298)
is
displayed.
4. Either change the material name or leave it as
is, and then click OK.
Thematerialissavedinthecurrentlyopen
library. If no library is open, a new library is
created. You can save the new library as a file
using the
Material/Map Browser (page 2–1256)
file controls.
Ma teri al Eff ect s Channel
Material Editor > Material Effects Channel
The buttons on the Material Effects Channel
flyout tag a material as a target for a
Video Post
(page 3–307)
effect or a
rendering effec t (page
3–214)
, or for storing with a rendered image saved
in
RLA (page 3–680)
or
RPF (page 3–681)
file
format (s o that the channel value can be used in a
post-processing application). The material effects
value is the counterpart of a
G-buffer value (page
3–1040)
for objects.