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1406 Chapter 16: Material Editor, Materials, and Maps
space, as opposed to the XYZ coordinates that
describe the scene as a whole.
Most renderable objects have a Generate Mapping
Coordinates parameter. If you don’t turn th is on,
but apply a mapped mat erial to the object, you get
a warning when you try to render.
Some objects, such as editable meshes, don’t have
automatic mapping coordinates. For these types
of objects, you can assign coordinates by applying
a UVW Map Modifier (page 1–922).
If the material appears the way you want it with
the default mapping, you don’t need to adjust the
mapping. If you need to adjust it, u se the map’s
Coordinatesrollout.Therearetwotypicalsetsof
coordinates parameters: one for 2D maps such as
Bitmaps (page 2–1631),andanotherfor3Dmaps
such as Noise (page 2–1674).SeeCoordinates
Rollout (2D) (page 2–1625) and Coordinates
Rollout (3D) (page 2–1663).
Note: The UVW Remove utilit y (page 2–1408)
provides a way to remove mapping coordinates or
an entire material from selected objects.
Mapping coordinates shown as U and V axes local to a surface.
Note: Mapping coordinates are local to each object,
so they are termed UV or UVW coordinates (page
3–1028), as opposed to the XYZ coordinates of the
scene as a whole.
Saving a Material
WhileamaterialisintheMaterialEditoror
applied to an object, it is part of the scene, and is
saved with the scene. However, for complicated
scenes it is inconvenient to have all materials active
in the Material Editor. You can also save a material
by putting it into a material librar y. Some libraries
are provided in the \matlibs subdirectory. The file
3dsmax.mat is the default library. You can add
your material to this library, or create your own
libraries.
Procedure
To save a material in a librar y:
This stores a m aterial in the current material
library. To use a different library, first open it using
the Material/Map Browser (page 2–1412).
1. In the Material Editor, click the sample sphere
for the material to sav e.
2. On the Material E ditor toolbar, click Put
to Library (page 2–1443).
A Put to Library dialog (page 2–1455) is
displayed. Either change the material name or
leave it as is, and then click OK.
3. Ch oose Rendering > Material/Map
Browser, or, on the Material Editor toolbar,
click Get Material (page 2–1439).
The Material/Map Browser (page 2–1412)
opens.
4. In the Browser > Browse From group, choose
Mtl Library, if necessary.
The stored material appears in the list.
5. In the Browser > File group, click Save to save
the library with the current name (if any) or
Save As to save it as a different file.