8
706 Chapter 8: Modifiers
Scale—
Represents the size of one repet ition of the
texture pattern. Size is measured in current scene
units. Repetitions occur across the object in the U
and V directions. Defau lt=1.0.
Note: When the Use Real-World Texture
Coordinates switch is active in the
General
Preferences dialog (page 3–859)
,thescalesetting
defaults to 1.0. If Use Real-World Texture
Coordinates is turned off, sca le defaults to 100.0.
U/V Of fset—Specify horizontal and vertical offsets
respectively. Available only when Wrap Texture
is off.
Wra p Tex ture—When on, Map Scaler attempts
to wrap the texture evenly around the object.
This option requires more computing , but
usually produces the most satisfactory results.
Default=on.
Wra p Us ing S moothing Gr oups—When turned
on, textures are wrapped around corners when
they share t he same smoothing groups. Curved
walls w ill map smoothly while sharp cor ners get a
newtextureorigin.Thisswitchisonlyavailable
when the Wrap Textures switch is turned on.
Default=off.
Channel—Specifies the
map channel (page
3–1060)
.Default=1.
Material Modifier
Select an object. > Modify panel > Modifier List >
Object-Space Modifiers > Material
Select an object. > Modifiers menu > Surface > Material
Select an object. > Modifiers tab > Material Modifier
The Material mo difier a llows you to animate, or
simply change, the assignment of
material IDs
(page 3–1063)
on an object. If the material ID
is animated, the change to a new material ID is
abrupt, from one frame to the next.
Object mapped using a m ulti/sub-object material:
Material ID 1 for the housing of the m onitor
Material ID 2 for the image on the screen
Tip: If you want a gradual blend from one material
to another, try animating the Mix parameter on a
Blend (page 2–1397)
mater ial.
Use this modifier in conjunction with the
multi/sub-object (page 2–1403)
material ty pe,
to assign different materials to objects or faces at
different frames of an animation, or to quickly
change the material ID of an object.
See also
Editable Mesh Surface (p age 1–984)
Pat ches
As of 3ds Max 4, patch objects coming up the
modifier stack are not converted to a mesh by this
modifier. A patch object input to the Material
modifier retains its patch definition. Files that
contain patch objects with the Material modifier
from previous versions of the software will be
converted to meshes to m aintain backward
compatibility.