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1488 Chapter 16: Material Editor, Materials, and Maps
combination with self-illumination. See Extended
Parameters (page 2–1471).
An object that is self-illuminated u sing a percentage value and
a color
Procedure
To mak e a material self-illuminating:
1.
Click the color swatch in the Self-Illumination
group.
2. In the Color Selector (page 1–161),choosea
color for self-illumination.
3. Use the color’s Value parameter (in the HSV
model) to increase or decrease the amount of
self-illumination (page 3–1009).
You can also set self-illuminat ion with a
monochrome spinner. To do so, turn off the
self-illumination check box and adjust the
spinner.
The self-illumination color is mixed w ith the
material’s diffuse color. The closer to black the
self-illumination color, the more diff use color
is used.
As self-illumination increases, the sample
object appears flatter and more luminous.
Interfa ce
Color ch eck box—When on, the material
uses a special self-illumination color. When
off, the material uses the diffuse color for
self-illumination, and displays a spinner to control
the self-illumination amount. Default=off.
Co lor swatch—When Color is on, the color swatch
shows t he self-illumination color. To change the
color, click the swatch and then use the Color
Selector (page 1–161). Adjusting the Value (in the
color’s HSV description (page 3–1001)) adjusts the
amount of self-illumination. The greater the Value,
themoretheself-illuminationcolordominates
both the ambient and diffuse color components.
Mono spinner —When Color is off, the diffu se
componentisusedastheself-illumination
color,andthisspinnerletsyouadjustthe
amount of self-illumination. At 0, there is no
self-illumination. At 100, the diffuse color takes
over from the ambient color.
Clickthemapbuttontoassignamaptothe
self-illumination component. See Self-Illumination
Mapping (page 2–1502).Thisbuttonisashortcut:
you c an also assign self-i llumination mapping in
the Maps rollout (page 2–1474).
Opacity
Material Editor > Standard m aterial > Anisotropic, Blinn,
Metal, Multi-Layer, Oren-Nayar-Blinn, or Pho ng Basic
Parameters rollout > Opacity group (unlabeled)
Opacitycontrolswhetheramaterialisopaque,
transparent, or translucent. (A more physical ly
accurate way to generate translucency is to use the
Translucent shader (page 2–1484).)