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1600 Chapter 16: Material Editor, Materials, and Maps
Coordinates group
Controls in this group let you cho ose how the
software determines the boundary between top
and bottom.
World—Faces point up or down according to the
scene’s world coordinates. When you rotate the
object, the boundary between top and bottom
faces remains in place.
Local Faces point up or down according to the
object’s local coordinates. When you rotate the
object, the material rotates with it.
Blend—Blendstheedgebetweenthetopand
bottom sub-materials. This is a percentage that
can r ange from 0 to 100. At 0, there is a shar p line
between the top and bottom sub-materials. At
100, the top and b ottom sub-materials tint each
other. Default=0.
You can animate this parameter.
Positi on—Determines where the div ision b etween
the two materials lies on an object. This is a
percentage that can range from 0 to 100. 0 is at
the bottom of the object, and displays only the
top material. 100 is at the top of the object, and
displays only the bottom material. D efault=50.
You can animate this parameter.
Shell Material
Render to a texture. > Material Editor > Pick Material from
Object > Click object with “baked” material.
The Shell material is for use with texture baking
(page 3–144). When you u se Render To Texture
to bake a texture, it creates a Shell material that
contains two materials: the original material used
in the rendering, and the baked material. The
baked material is a bitmap that is saved to disk by
Render To Texture. It is “baked, or attached to an
object in the scene.
The Shell material is a container for other
materials, like Multi/Sub-Object. It also lets you
control which material is used in which renderings.
Note: The Material/Map Browser lists the Shell
material w hen you assign a new material. You can
apply two materials to a single object this wa y,
but changing a material’s type to Shell does not
generate a baked texture tha t is saved to disk.
Procedures
To load a shell material into a sample slot:
1.
Click an unused sample slot.
2. ClickPickMaterialFromObject.
3. Inaviewport,clickanobjectthathasabaked
material.
The sample slot now contains the baked
material, and the Shell Material Parameters
rollout is displayed.
Interfa ce
Original Materia l—Displaysthenameofthe
original material. Click the button to view that
material and adjust its sett ing s.
Ba k ed Material—Displays the name of the baked
material. Click the button to view that material
and adjust its settings.
In addition to the color and mapping of the
original material, the baked material can include
shadows from lighting, and other information.
Also, a baked material has a fixed resolution.
ViewportUsethesebuttonstochoosewhich
materi al appears in shaded viewports: the original