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1416 Chapter 16: Material Editor, Materials, and Maps
1.
Collect the objects for car toon rendering into a
single surface model such as an Editable Mesh.
2. Assign different
material ID values (page
3–1063)
to portions of the model y ou want to
color differently.
Typically, you would do this at the Element
sub-object level, although you can certainly
apply different material IDs to faces and
polygons as well.
3. Create a
mult i/sub-object material (page
2–1403)
. In it, create a sub-material for each of
the colors in the model. Make each sub-material
an Ink ’n Paint material, then assign colors and
maps using each sub-material’s Paint controls.
Ifnecessary,adjusttheInkcontrolsaswell.
Tip:
ActiveShade (page 3–17)
works with the Ink ’n
Paint material, and can be a good way to preview
the material’s effect.
Inter face
Basic Material Extensions rollout
2-Sided—Makes the material
2-sided (page 3–995)
.
Ap plies the material to both sides of selected faces.
Face MapApplies 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.
FacetedRenders each face of a surface as if it
were flat.
Fog B G when not pai nting—When paint is turned
off, the painted areas of the material color are the
same as the background. This toggle, when on, lets
the background in paint areas b e affected by fog
between the camera and the object. Default=off.
Opaque alpha—When on, the alpha channel
is opaque even if ink or paint is turned off.
Default=off.
Bump—Adds bump mapping to the material.
Toggl e—When on, enables the bump m ap.
Spinner—Controls the bump map amount.
Map button—Click to assig n a map to use for
bump mapping.
Displa cement—Adds displacement mapping to the
material.
Toggl e—When on, enables the displacement
map.
Spinner—Controls the displacement map
amount.
Map button—Click to assig n a map to use for
displacement mapping.
Paint Controls rollout
Paint is the main color of the m aterial.
There are three main components of the “paint” of
Ink ’n Paint. Each has several associated controls,
most of which are documented toward the end of
this sect ion.
Lighted—The fill color for the lighted side of
objects. Default=light blue.