8
6 Chapter 1: Getting Started with 3ds Max
modifiers you apply to an object are stored in a
stack. You can go back at any time and change the
effect of the modifier, or remove it from the object.
See
Basics of Creating and Modifying Objects
(page 1–149)
.
Using Materials
You use the Material Editor to design materials and
maps to control the appearance of object surfaces.
Mapscanalsobeusedtocontroltheappearance
of environmental effec ts such as lighting, fog, and
the background.
A variety o f m a terials in the M ater ial Ed itor’s sample slots
House on lef t uses the default standard material.
House on right uses a compound material.
B asic M ateria l Proper ties
Yo u s e t b a s i c m a t e r i a l p r o p e r t i e s t o c o n t r o l
such surface characteristics as default color,
shininess, and level of opacity. You can create
realistic, single-color materials using just the basic
properties.
Using M aps
You extend the realism of materials by applying
maps to control surface properties such as texture,
bumpiness, opacit y, and reflection. Most of the
basic properties can be enhanced w ith a map. Any
imagefile,suchasoneyoumightcreateinapaint
program, can be used as a map, or you can choose
procedural maps that create patterns based on
parameters you set.
The program also includes a ray trace material
and map for creating accurate reflections and
refraction.
Viewing M at er ia ls i n the S cene
You can view the effect of materials on objects
in a shaded viewport, but the display is just an
approximation of the final effect. Render your
scene to view materials accurately.
See
Designing Materials (page 2–1239)
.