9
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.