8
Material Attach Options Dialog 341
Procedure
To cre at e a B oo le a n fr o m ob j ects t ha t ma tch mat er i a l
IDs to material:
1.
Create a Boolean (page 1–336)
using at least
one object that has a
multi/sub-object material
(page 2–1403)
assigned to it.
2. On the Pick Boolean rollout, click Pick
Operand B.
3. Click in a v iew port and select t he B operand.
3ds Max displays the Match Attach Options
dialog.
4. Choose Match Material IDs to Material to
complete the Boolean opera tion.
Inter face
Match Mater ial IDs to Ma terial—3ds Max mo difies
the number of material I Ds in the combined object
to be no greater than the number of sub-materials
assigned to the operands. For example, if you
combinetwoboxesthathavestandardmaterials
and each box is assigned six material ID s (t he
default), the resulting combined object has two
operands with one material ID e ach, rather
than the 12 that would result from using the
Match Material to Material ID option. After you
complete the operation, 3ds Max creates a new
multi/sub-object material with two slots. 3ds Max
assigns the sub-materials to the operands as they
appeared before the operation. The number of
resultingmaterialIDsmatchesthenumberof
materials between the original objects. You might
use this option to reduce the number of material
IDs.
Match M ateria l to Material I Ds—Maintains the
original material ID assignment in the operands
by adjusting the number of sub-materials in
the resultant multi/sub-object material. For
example, if you combi ne two b oxes, both
assigned single materials, but with their default
assignment of six material IDs, the result would
be a multi/sub-object material with 12 slots (six
containing instances of one box’s material, and six
containing instances of the other box’s material).
Use this option when it’s important to maintain
the original material ID assignments in your
geometry. Also use this option when material IDs
have b een assig ned, but materials have not been
assigned.
Note: To make the instanced sub-materials unique,
select them in Track View, and click the Make
Unique button on the Track View toolbar. You
canalsomakethemuniqueoneatatimewiththe
Make Unique button (page 2–1286)
in the Material
Editor.
Do Not Modify Mat IDs or M aterial—If the number of
materialIDsinanobjectisgreaterthanthenumber
of sub-materials in its multi/sub-object material,
then the resultant face-mater ial assig nment might
be different after the B oolean operation.
Discard New Opera nd M at eri al —Discards the
mate rial assignment of operand B. 3ds Max assig ns
operand A’s material to the Boolean object.
Discard Original Material—Discards the material
assignment of operand A. 3ds Maxassigns operand
B’s material to the Boolean object.
Note: A
UVW Map modifier (page 1–905)
must
be used w ith compound objects to apply mapping
coordinates.