9
1592 Chapter 16: Material Editor, Materials, and Maps
the inner material "bleeds through" and is v isible
on outer faces. Default=0.0.
You can animate this parameter.
Facing Material and Back Material—Click to display
the Material/Map Browser (page 2–1412) and
chooseamaterialforonesideortheother.
Use the check bo xes to turn the materials on or off.
Morpher Material
Material Edi tor > Type button (labeled S tandard by
default) > Material/Map Brows er > Morpher material
Procedures (page 2–1592) Interface (page 2–1593)
The Morpher material works hand-in-hand with
the Morpher modifier. You can use it to make
thecheeksofacharacterblush,ortowrinklea
character’s forehead when the eyebrows are raised.
With the Morpher modifier’s channel spinners,
you can blend materials the same way you morph
the geometry.
The Morpher material has 100 material channels
that map directly to the 100 channels in the
Morphermodifier.AfteryouapplytheMorpher
material to an object and bind it to the Morpher
modifier, you use the channel spinners in the
Morpher modifier to morph materials and
geometry. Empty channels in the Morpher
modifier, with no geometry morph data, can be
used to morph materials only.
Note: The mental ray renderer (page 3–78) does not
support the Morpher material.
Note: If even one sub-material has its shading set
to Wire (see Shader Basic Parameters Rollout (page
2–1466)), t he entire material displays and renders
as a wire material.
See also
Morpher Modifier (page 1–729)
Applying the M orpher Material
An object must have at least one Morpher modifier
in its modifier stack. You can assign the material
to an object and bind it to the object’s Morpher
modifier in either of two ways.
• After the Morpher modifier is applied to an
object, use the Assign New Material command
in the Global Parameter rollout of the Morpher
modifier.Thisisthesimplestway,andapplies
the Morpher Material to the object and binds
the m aterial to the Morpher modifier at the
same time.
• Open the Material Editor, select the Morpher
material, and click Choose Morph Object in the
Parameters rollout, then click the object in the
viewports. After clicking the object, a dialog
displays in the v iewports, select the Morpher
modifier from the dialog (an object may have
multiple Morpher modifiers). This binds the
Morpher material to the Morpher modifier.
Note: You can bind a Morpher material to only one
Morpher modifier.
Procedures
Ex ample: To apply and use the M or pher mater ia l:
1.
CreateasphereinthePerspectiveviewport.
2. On the Modify panel, right-click the
sphere’s entry in the modifier stack display, and
choose Convert To: Editable Mesh.
3. From the Modifier List, choose Morpher.
This applies the Morpher modifier to the
sphere.
4. On the Morpher modifier’s Global Parameters
rollout, click Assign New Material.
The Morpher material is now applied to the
object and bound to the Morpher modifier.