8
1356 Chapter 16: Material Editor, Materials, and Maps
3–1128)
. Youcanspecifythewiresizeinthe
Extended Parameters rollout.
With pixels, wires maintains the same apparent
thickness regardless of the scale of the geometry
or how near or far the object is positioned. With
units, the wires appear thinner at a distance and
thicker at close range, as if they were modeled in
the geometry.
Face Map—Applies the material to the faces of the
geometry. If the material is a mapped material, it
requires no
mapping coordinates (page 3–1061)
.
The map is automatically applied to each facet of
the object.
Faceted—Renders each face of a surface as if it
were flat.
Note: Ray trace material has the same
SuperSampling (page 2–1302)
optionsasa
Standard material.
Ambient—This is
not
the same as the standard
ambient color. For Raytrace material, this controls
an ambient absor ption factor: that is, how much
the material absorbs ambient light. S etting
Ambient to white is the same as lo cking the
ambient and diffuse colors in a standard material.
Default=black.
•
Ambient Color check box —When on, the
material uses an ambient color. When off, the
material uses a spinner to set a grayscale value
only. Default=on.
•
Co lor s watch—When on, the color swatch shows
the ambient color. To change the color, click the
swatch and then use the
Color Selector (page
1–157)
.
•
Mono spi nner—When the check box is off, the
ambient component is gray, and this spinner
lets you adjust the gray value.
Click the map button to assign a map to the
ambient component. See
Ambient Mapping
(page 2–1339)
. Thisbuttonisashortcut:
you can also assign ambient mapping on the
Raytrace Maps rollout (p age 2–1364)
.
Diffuse—Sets the diffuse color. This is the same
as the standard diffuse color. It is the color that
the object reflects,
without
specular reflection.
Reflection and t r ansparency effects are layered on
top of the diffuse result. When Reflect is 100%
(pure w hite), the d iffuse color isn’t vis ible. (This
differs from the standard material.) Default=50%
gray.
Reflect—Sets the specular reflection color. This
is the color that the reflected environment (that
is, the rest of the scene) is filtered through. The
color’s Value con trols the amount of reflection.
If your reflect color is saturated and the diffuse
color is black, the effect is like colored chrome
(for example, colored Christ m as t ree balls).
Default=black (no reflection).
If raytracing is off (on the Raytracer Controls
rollout), the object sti ll reflects the environment,
but ignores other objects in the scene. The
environment can be the background color, the
environment map, or the map in the Raytrace
material’s Environment component.
Tip: If you turn off raytraced reflections, set the
Reflect color to a color other than black, and use
a Reflect/Refract map for the lo ca l environment
(see the Environment p a rameter, below), you get
thesameeffectasareflectionmapinastandard
material. This can improve rendering time.
Note: Rayt race reflects and transmits the IDs
in
material effe c ts channel (page 2–1287)
(
G-buffer (page 3–1040)
), s o it can create g lowing
reflections, and so on.
•
Ref lect Color check box—When on, the material
usesareflectioncolor.Whenoff,thematerial
uses a spinner to set a gr ayscale value only.
Default=on.
•
Co lor swatch—When the check box is on, the
color swatch shows the reflection color. To