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1458 Chapter 16: Material Editor, Materials, and Maps
Standard material (page 2–1465) is the default
material. This is a versatile surface model with
a large number of options.
Raytrace material (page 2–1512) can create
fully ray t r aced reflections and refractions. It
also suppor ts fog, color density, translucency,
fluorescence, and other special effects.
Architectural m aterial (page 2–1535) provides
a ph ysically accurate material. It is especially
intended for u se with the default scanline
renderer and radiosity (page 3–51).
mental ray materials (page 2–1543) are provided
for use with the mental ray renderer (page 3–78).
Matte/Shadow material (page 2–1584) is
specifically for making an object into a matte
object (page 3–971) that reveals the current
environment map (page 3–934).Amatteobject
is effectively invisible in the scene, but it can
receive shadows cast onto it from other objects.
Shell mater ial (page 2–1600) is for storing and
viewing rendered textures (page 3–144).
Advanced Lighting Override material (page
2–1601) is used to fine-tune the effects of a
material on radiosity sol utions (page 3–51) or
the Light Tracer (page 3–44).Thismaterialis
notrequiredforcalculatingadvancedlighting,
but it can help improve the result.
Note: The Architectural material has its own
controls for adjusting advanced lighting.
Lightscape material (page 2–1604) helps
support import and export of data from the
Lightscape product.
Ink ’n Paint material (page 2–1605) gives a
cartoon appearance to objects.
•TheDirectX 9 Shader material (page 2–1613)
enables you to shade objects in viewports using
DirectX 9 (DX9) shaders. To use this material,
youmusthaveadisplaydriverthatsupports
DirectX 9, and you must b e u sing the Direct3 D
display driver.
The XRef material (page 2–1616) lets you
externally reference a material in a different
scene file.
Other material types fall into the category of
Compound materials (page 2–1587).
Compound Materials
Compound materials combine other materials in
some way.
Blend (page 2–1588) material mixes two
materialsonasinglesideofasurface.
Composite (page 2–1589) material mixes up to
10 materials, using additive colors, subtractive
colors, or opacity mixing.
Double-Sided (page 2–1591) material lets you
assign di fferent materials to the front and back
faces of an object.
Morpher (page 2–1592) material uses the
Morpher modifier (page 1–729) to manage
multiple materials over time.
Multi/Sub-Object (page 2–1594) material uses
the sub-object level to assign multiple materials
to a sing le object, based on material ID values.
Shellac (page 2–1597) material superimposes
one material on another using additive
composition.
Top/Bottom (page 2–1599) material lets you
assign different materials to the top and bottom
of faces of an object.
Procedures
To get a material:
1.
Click Get Material on the Material Editor
toolbar .
The Material/Map Browser (page 2–1412) is
displayed.
2. Double-click a m
aterial type (not a map t ype)
in the list, or drag the material to a sample slot.