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Multi/Sub-Object Material 1403
Name Field—Displaysthenameofobjecttowhich
the Morpher material is applied. If no object has
been specified, the field displays "No Target".
Refresh—Updates the channel data.
Mark er List—This list is identical to the marker list
intheMorphermodifier.Markersyousaveinthe
Morphermodifierappearhere.
Base Material group
Base material button—Click to apply a base
material to the object. The base material represents
what the m odel looks like before any channel
blending takes place.
Channel Material Setup group
Map #—100 material channels are available. The
scrol l bar allows you to scroll through all the
channels. Double-click a channel to jump to the
material parameters for that channel.
There is a one-to-one correspondence between
the channels in the Morpher material and the
Morpher modifier. A material in channel 1 of the
Morpher material is controlled by the channel 1
spinner in the Morpher modifier.
Ma ter ia l on/off toggle—Tur ns a cha nnel on a nd
off. Channels that are off do not affect the morph
result.
Mixing Calculation Options group
Thesystemcanslowdowniftherearemanyactive
materialsbeingblended.Optionsinthisgroup
allow you to control when the morph result will
be computed.
Co nstantly—Choosetocomputethematerial
morph result all the time.
When R ender ing—Choose to compute the material
morphresultatrendertime.
Never Cal culate—Choose to byp ass material
blending.
Multi/Sub-Object Material
Material Editor > Type button > Material/Map Browser >
Multi/Sub-Object
Figure mapped using a multi/sub-object material
The Multi/Sub-Object material lets you assign
different m aterials at the sub-object level of your
geometry. You create a multi-material, assign it to
an object, and then use the
Mesh Select modifier
(page 1–710)
to select faces and choose which
of the sub-materials in the multi-material are
assigned to the selected faces.
If the object is an
editable mesh (page 1–984)
,you
can drag and drop materials to different selections
of faces, building a multi/sub-object material on