8
Morpher Material 1401
the inner mate rial "bleeds through" and is visible
on outer faces. Default=0.0.
You can animate this parameter.
Facing Material and Back Material—Click to display
the
Materia l/Map Browser (page 2–1256)
and
chooseamaterialforonesideortheother.
Use the check boxes to turn the materials on or off.
Morpher Material
Material Editor > Type b utton (labeled Standard by
default) > Material/Map Browser > Morph er m aterial
Procedures (page 2–1401) Interface (page 2–1402)
The Morpher material works hand-in-hand with
the Morpher modifier. It can be used to ma ke
thecheeksofacharacterblush,ortowrinklea
character’s forehead when the eyebrows are raised.
Using the channel spinners in a Morpher modifier,
materials can be blended just as the geometry is
blended or morphed by the Morpher modifier.
Thereare100materialchannelsintheMorpher
material that map directly to the 100 channels
intheMorphermodifier. Onceyouapplythe
Morpher material to an object and bind to the
Morpher modifier, then you use the channel
spinners in the Morpher modifier to morph
materials and geometry. Empty channels in the
Morpher modifier, with no geometry morph data,
can b e used to morph materials only.
Impor tant: The
mental ray renderer (page 3–77)
does
not supp ort the Morpher material.
Note:
If even one sub-material has its shading set to
Wire (see
Shader Basic Parameters Rollout (page
2–1310)
), t he
entire material
displays and renders
as a wire material.
See also
Morpher Modifier (page 1–721)
Applying the M orpher Material
An object must have at least one Morpher mod ifier
in its modifier stack. The material can be assigned
to an object and bound to the object’s Morpher
modifier in either of two ways.
• After the Morpher modifier is applied to an
object, use the Assign New Material command
in the Global Parameter rollout of the Morpher
modifier.Thisisthesimplestway,andapplies
the Morpher Material to the object and binds
the material to t he Morpher modifier at the
same time.
• Open the Material E ditor, select the Morpher
material, and click Choose Morph Object in the
Parameters rollout, t hen click the object in the
viewports. After clicking the object, a dialog
displays in the view p orts, select the Morpher
modifier from the dialog ( an object may have
multiple Morpher modifie rs). Th is binds the
Morpher material to the Morpher modifier .
A Morpher material can be bound to only one
Morpher modifier.
Procedures
Ex ample: To apply a nd use the Mor pher mater ia l:
1.
Create a sphere in the Top viewport.
2. On the Modif y panel, right-click the
sphere’s entry in the modifier stack display, and
choose Convert To: Editable Mesh.
3. Choose Animation Modifiers > Morpher from
the Modifier List.
The Morpher modifier is applied to the sphere.
4. On the Morpher modifier’s Global Parameters
rollout, click Assign New Material.
The Morpher material is now applied to the
object and bound to the Morpher modifier.