8

1302 Chapter 16: Material Editor, Materials, and Maps
DirectX 9, and you must be using the Direct3D
display driver.
The
XRef material (page 2–1425)
lets you
externally reference a material in a different
scene file.
Other material ty p es fall into the categor y of
Compound materials (page 2–1396)
.
Compo und Materials
Compound materials combine other materials in
some way.
Blend (page 2–1397)
material mixes two
materials on a single side of a surface.
Composite (page 2–1399)
mater ial mixes up to
10 materials, using additive colors, subtractive
colors, or opacity mixing.
Double-Sided (page 2–1400)
mater ial lets you
assign different materials to the front and back
faces of an object.
Morpher (page 2–1401)
mater ial uses the
Morpher modifier (page 1–721)
to manage
multiple materials over time.
Multi/Sub-Object (page 2–1403)
material uses
the sub-object level to assign multiple materials
to a single object, based on material ID va lues.
Shellac (page 2–1407)
material superimposes
one material on another using additive
composition.
Top/Bottom (page 2–1408)
material lets you
assign different materials to the top and b ottom
of faces of an object.
Pr ocedur es
To get a material:
1.
Click Get Material on the Material Editor
toolbar.
The
Material/Ma
p Browser (page 2–1256)
is
displayed.
2. Double-click a material type (not a map type)
in the list, or drag the material to a sample slot.
The Material Editor replaces the orig ina l
material.
To change a material type:
1.
At the level of a material, click the Type button
below the Material Editor toolbar.
Amodal
Material/Map Browser (page 2–1256)
is displayed. If you were at a material when you
clicked Type, the Browser lists only materials (if
you were at a map, it lists only maps).
2. Cho o se a material from the list, and then click
OK.
If you choose a compound material, a
Replace
Material (page 2–1300)
dialog is displayed.
This dialog lets you choose whether to keep or
discard the original material.
The Material Editor now displays controls for
the new material.
Super S ampling R ollout
Material Editor > Architectural material > SuperSampling
rollout
Material Editor > Raytrace material > SuperSampl ing
rollout
Material Editor > Standard material > SuperSampling
rollout
The SuperSampling rollout is used by
Architectural, Raytrace, and Standard. It lets you
choose a
supersampling method (page 3–1112)
.
Supersampling performs an additional
antialiasing
(page 3–1001)
pass on the m aterial. This requires
more time but can improve image quality.
Supersampling is especially helpful when you need
to render very smooth specular highli g hts, subtle
bump mapping, or high resolutions.