8

Shell Material 1409
to discard the original m aterial in the slot, or
retain it as a sub-material.
The Top/Bottom material controls let you
choose the two materials, and also the
transition b etween them.
To choose t he t op or bot to m ma ter i a l :
On the Top/Bottom Basic Parameters rollout,
click the Top Materia l button or t he Bottom
Material button.
The parameters for the sub-material appear. By
default, a sub-material is a Standard material
with Blinn shading.
To swap the two component ma ter ia ls:
In the Basic Parameters rollout, click Swap.
The remaining controls, described in the
"Interface" sect ion, affect the transition
between top and bottom.
Inter face
Top Material and Bottom MaterialClick to display
the p arameters for the top or bottom sub-material.
By default, a sub-material is a Standard material
with Blinn shading.
The check box to the right of each button lets you
turn off that material, making it invisible in the
sceneandinthesampleslot.
Swap—S waps the position of the top and bottom
materials
Coordinates group
Controls in this group let you choose how the
software determines the boundary b etween top
and bottom.
Worl d Faces point up or down according to the
scenes world coordinates. When you rotate the
object, the boundar y between top and bottom
faces remains in place.
Local Faces point up or down according to the
object’s local coordinates. When you rotate the
object, the material rotates with it.
Blend—Blendstheedgebetweenthetopand
bottom sub-materials. This is a percentage that
can range f rom 0 to 100. At 0, there is a sharp line
between the top and bottom sub-materials. At
100, the top and bottom sub-materials tint each
other. Default=0.
You can animate this p ar ameter.
Posit ion—Determines where the division b etween
the two materials lies on an object. This is a
percentage that can range from 0 to 100. 0 is at
the bottom of the object, and displays only the
top material. 100 is at the top of the object, and
displays only the bottom material. Default=50.
You can animate this p ar ameter.
S hel l M a teri a l f or Ba ked
Textures
Render to a texture. > Material Editor > Pick Material from
Object > Click object with “baked” material.
The Shell material is for use with
texture baking
(page 3–139)
.WhenyouuseRenderToTexture
to bake a texture, it creates a Shell material that
con tains two materials: the original material used
in the rendering, and the b aked material. The