8
1552 Chapter 16: Material Editor, Materials, and Maps
w ith the same topology by copying and pasting
this channel.
Yo u c a n a p p l y v e r t e x a l p h a i n f o r m a t i o n t o
objects with the
VertexPaint modifier (page
1–918)
, and to editable surfaces with the
Ver tex Properties settings (
editable poly (page
1–1034)
)andSurfaceProperties(
editable mesh
(page 1–996)
and
editable patch (page 1–964)
).
•
-1:Illum—The vertex illumination channel.
You can transfer all vertex i llumination values
between objects with the same topology by
copyingandpastingthischannel.
You can apply vertex illumination information
to objects with the
VertexPaint modifier (page
1–918)
, and to editable surfaces with the
Ver tex Properties settings (
editable poly (page
1–1034)
)andSurfaceProperties(
editable mesh
(page 1–996)
and
editable patch (page 1–964)
).
•
0:vc—The vertex color (vc) channel. You c an
transfer all vertex color values between objects
w ith the same topology by copying and pasting
this channel.
Yo u c a n a p p l y v e r t e x c o l o r i n f o r m a t i o n t o
objects with the
VertexPaint modifier (page
1–918)
, and to editable surfaces with the
Ver tex Properties settings (
editable poly (page
1–1034)
)andSurfaceProperties(
editable mesh
(page 1–996)
and
editable patch (page 1–964)
).
•
1:map—The default mapping channel. You
can transfer all UVW mapping information
between objects with the same topology by
copyingandpastingthischannel.
Yo u c a n c r e a t e a d d i t i o n a l m a p p i n g c h a n n e l s
by various means, including with the Channel
Info utility.
Channel Name—Thenameofthechannel. By
default, a channel has no name, as indicated by the
entry “-none-”. To name or rename the channel,
click the channel to highlight it and then click the
Name button at the top of the dialog, or right-click
the channel and choose Name from the right-click
menu.
Note: Most channels can be split into
subcomponents
.Youcannamethe
subcomponent s separately from the channel itself.
Num V er ts —The number of vert ices in the channel.
To paste one channel to another, they must have
thesamenumberofvertices.
Some channels have faces but no vertices. This is
typically the case with Alpha, Illuminat ion, and
vertex color channels in newly crea ted non-poly
objects. In such cases, these channels fu nc tion as
placeholders f or the corresponding data should
you add it later. They do consume a sma ll amount
of memory, so if you have no intention of using a
channel, you can save some memory by converting
theobjecttoEditablePoly.
Num Faces—Thenumberoffacesinthechannel.
If a channel has faces but not vertices, that means
it’s a placeholder. See Num Verts, above, for more
information.
Dead Ver ts—The number of unused map vertices
in the channel. Such vertices can be left over from
sub-object editing.
Size(K B)—The approximate amount of memory
consumedbythechannel.Usethisfiguretocheck
for unused channels that are using up memory.
Clean MultiM aterial Utility
Material Editor > Uti lities menu > Clean MultiMaterial
Selec t an object. > Utilities panel > More button > Clean
MultiMaterial > Click Find All button.
The Clean MultiMaterial utilit y parses
Multi/Sub-Object materials and displays any
that contain sub-materials are not assigned to
any mater ia l IDs in the scene. You can then