9

Put to Library 1443
5.
Drag one of the Sub-Material buttons from the
Material Editor to the sphere.
6. Choose a different sample slot, and use
the Pick Mater ia l From Object button to get the
sub-material applied to the sphere.
At this point, the material applied to the sphere
and the sub-material are instances of each
other.
7. Go to the parameters for the instanced
sub-material by clicking its Sub-Material
button.
8. TheMakeUniquebuttonisnowavailable.
Click it to make the sub-material unique again,
and assign it a new material name.
Mak e Unique is not available for the top-level
instance of the sub-material.
Put to Libr ar y
Material Editor > Put to Library
Material Editor menu > Material m enu > Put to Library
Put to Librar y adds the selected material to the
current library.
A Put to Library dialog (page 2–1455) is displayed,
which lets you enter a name for the material that’s
different from the one you used in the Material
Editor.
The material becomes visible in the material
library display in the Material/Map Browser (page
2–1412).Thematerialissavedtothelibraryfileon
disk. (You can also save a library by using the Sa ve
button in the Material/Map Browser.)
Procedure
To save a material in a librar y:
1.
Click to select the sample slot that has the
material you want to save.
2. On the Material E ditor toolbar, click Put
To Library (page 2–1443).
3. A Put To Library dialog (page 2–1455) is
displayed.
4. Either change the material name or leave it as
is, and then click OK.
Thematerialissavedinthecurrentlyopen
library. If no library is open, a new library is
created. You c an save the new library as a file
using t he Material/Map Browser (page 2–1412)
file controls.
Ma teri al I D Channel
Material Editor > Material ID Channel
ThebuttonsontheMaterialIDChannelflyout
tag a material as a target for a Video Post (page
3–311) effect or a rendering effect (page 3–218),
or for storing with a rendered image saved in
RLA (page 3–630) or R PF (page 3–631) fi le
format (so that the channel value can be u sed in
a post-processing application). The material ID
value is t he counterpart of a G-buffer value (page
3–946) for objects.
Zero (0), the default, indicates that no material ID
channel is assigned.