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1426 Chapter 16: Material Editor, Materials, and Maps
object listed in the Track View hierarchy is used as
thesampleobject.
If the object is of a t ype that doesn’t have a
GenerateMappingCoordscheckbox,applya
UVW Map modifier (page 1–922) to it.
After you have saved the single-object scene as a
.max file,usetheCustomSampleObjectgroupin
the Material Editor Options dialog (page 2–1436)
to specify the file. When you specify the file, a new
button is displayed at the right of the Sample Type
flyout. This button, wh ich shows an object with
aquestionmark,displaysthesampleobjectfile
you chose.
If the sample object scene contains only the object,
sample slots display it with default lighting. If
the scene also contains a camera and lights, you
can use the camera to specify the view, and the
lights to light the object as you choose. Turn on
Load Camera and/or Lights in the Custom Sample
Object group.
Pr ocedur es
To set up a custom sample object:
1.
Createascenewithasingleobject,suchasa
pyramid.
The object should fit into an imaginary cube
that is 100 un its on each side. Also, the object
must b e at the root level of the scene: it can’t be
linked to other objects.
If more than one object is in the scene, the
Material Editor uses the f irst object listed in the
Track View hier archy.
2. If the object does not have built-in mapping
coordinates (via a Generate Mapping Coords
check box), then assign a U VW Map modifier
to it to provide mapping coordina tes.
If the object has a Generate Mapping Coords
checkbox,itsonbydefault,andtheMaterial
Editor uses those coordinates. If you want to
use coordinates other than those built into
the object, assign a UVW Map modifier (page
1–922) and set up your own coordinates.
3. Save the .max file.
4. In the Material Editor O ptions dialog, click
theFileNamebuttonintheCustomSample
Object g roup box, and choose the .max file that
contains your object.
5. Activate the sample slot in which you want to
see the custom object, then choose the button
at the far right of the Sample Type flyout.
Your custom object is displayed in the sample
slot.
Ifthesizeofyourobjectisnotquiterightforthe
sample slot, adjust its size and s ave the scene
again. To update the sample slot so it uses the
newly saved .max file, open the Material Editor
Options dialog, and then click OK.
To use a camera and lights with the custom sample
obj ect:
1.
Create a camera in the scene that contains your
sample object, and then adjust the camera to
show the object as you want it seen in sample
slots.
Tip: Viewpor ts have a different aspect ratio
than sample slots, so using Zoom Extents (page
3–740) onthesampleobjectusuallyresults
in the object appearing smaller in a sample
slot. Do Zo om Extents on the object, and then
before you save the file, zoom in a little farther
so the object more than fills the v iew port. The
sample slot projection is based on the width of
the sample object’s geometry, not on the image
in the viewport.
If more than one camera is in the scene, the
Material Editor uses the first camera listed in
the Track View hierarchy.
2. If you want to use your own lighting rather
than the default sample-slot lighting, set up as
many lights as you need. If you want to use the