Using an Architectural Material on the Wall
Materials for Interior Scenes
Using the UVW Map Modifier to Adjust the Floor Tiles
Material Combinations: Using Blend to Create a Floor Material
The Material Editor provides a number of ways
to combine materials. Bitmaps and procedural (3D) materials will
probably serve your needs for most models, but this lesson is an
example of the versatility of the Material Editor.
In this lesson, you create a complex Blend material
for the tile floor in the kitchen.
Set
up the scene:
- Continue
from the previous lesson, or open the file, kitchen_with_brick.max located
in the \tutorials\designviz
folder.
Setting
Texture Coordinates Preferences:
- From
the Customize menu, choose Preferences.
- In
the General tab, under the Texture Coordinates group, make sure
the Use Real-World Texture Coordinates option is turned off.
- Click
OK to exit the Preferences dialog.
Create
the floor material:
-
In the Material Editor,
select an unused sample slot.
- In
the material name field, enter Floor Tile.
- Click
the Material Type button to the right of the material name field.
(Initially, its label reads “
Standard”)
- In
the Material/Map Browser, double-click Blend in the list.
The Replace Material dialog opens.
- Choose
Discard Old Material, then click OK.
Like the Multi/Sub-Object material, the Blend
material is a container for other materials. While Multi/Sub-Object
apportions sub-materials among different sub-objects, Blend instead
mixes the colors and other attributes of its sub-materials. You
can also control the amount and the method of blending.
Configure
the sub-materials:
-
On the
Material Editor toolbar, open the Material/Map Navigator.
The Material/Map Navigator is a dialog that
shows the components of the material in the active sample slot.
For complex materials such as Blend, it can help you to visualize
and navigate the material hierarchy.
Note
The
Navigator is one way to move about the hierarchy of a complex material.
Another is to use the Go To Parent and Go Forward To Sibling buttons
on the Material Editor toolbar.
- In
the Material/Map Navigator, click Material 1.
- In
the material name field of the Material Editor, rename this material Grout.
- In
the Material/Map Navigator, click Material 2.
- In
the material name field of the Material Editor, rename this material Tile
Surface.
Sub-material names are automatically updated
in the Material/Map Navigator.
Set
the texture and color of the grout:
- In
the Material/Map Navigator, choose the Grout material.
- In
the Material Editor > Blinn Basic Parameters rollout, click the blank
map button to the right of the Diffuse color swatch.
- In
the Material/Map Browser, double-click Noise in list.
This applies a Noise map as a texture for the
Grout material.
- In
Noise Parameters rollout, change the Size to 3, and choose
Turbulence as the Noise Type.
This
gives the Grout material a grainy texture, as you can see in the
sample slot if you turn off Show End Result in the Material Editor
toolbar.
-
When
the Show End Result button is on, the final result of the top-level
material is shown on the sample sphere.
-
When
Show End Result is off, you are shown only the material level you
are working on. That way it is easier to view your adjustments to
a specific map.
- In
the Noise Parameters rollout, click the Color #1 color swatch (black
by default).
- In
the Color Selector, change Color#1 to R=232, G=219, B=197.
- In
the Noise Parameters rollout, click the Color #2 color swatch (white
by default).
- In
the Color Selector, change Color#2 to R=196, G=170, B=159.
- Close
the Color Selector.
Add
a bump pattern to the grout:
- In
the Material/Map Navigator, choose the Grout material.
Previously, the Noise map was active.
Note
You
can also click the Go to Parent button to move up one level to the
Grout material.
-
Go to
the Utilities panel. Click Asset Browser. Answer OK to the warning
dialog, then resize the Asset Browser window so you can see both
the Browser controls and the Material Editor.
- In
the Asset Browser, navigate to the \tutorials\designviz folder.
- In
the Material Editor, open the Maps rollout for the Grout material.
- Drag
the file glasblkb.gif (the
image looks like a tile pattern) from the Asset Browser to the blank
(“None”) Bump map button in the Material Editor. Release the mouse.
Just as you can search for geometry models,
you can use the Asset Browser to find bitmap files and use them
in the scene. The Asset Browser also gives you the freedom to search
for models and bitmaps anywhere on your local hard drives or across
the Internet.
- Minimize
the Asset Browser.
- In
the Material Editor > Maps rollout, change the Bump map’s Amount
to 50.
The Grout material now has a grid-like bumpiness.
Set
the texture and color of the tile surfaces:
- In
the Material/Map Navigator, choose the Tile Surface material.
-
On the
Material Editor toolbar, click to turn off Show End Result.
- In
the Material Editor > Blinn Basic Parameters rollout, click the blank
map button to the right of the Diffuse color swatch.
- In
the Material/Map Browser, double-click Noise in list.
This applies a Noise map as a texture for the
Tile Surface material.
- In
the Noise Parameters rollout, change the Size to 10.
- In
the Noise Parameters rollout, click the Color #1 color swatch. (Black
by default.)
- In
the Color Selector, change Color#1 to R=220, G=197, B=181.
- In
the Noise Parameters rollout, click the Color #2 color swatch. (White
by default.)
- In
the Color Selector, change Color#2 to R=162, G=132, B=111.
- Close
the Color Selector.
The tile surface is also “noisy” or rough, and
somewhat darker than the grout.
Change
the shininess and bumpiness of the tile surfaces:
- In
the Material/Map Navigator, choose the Tile Surface material.
Previously, the Noise map was active.
- In
the Blinn Basic Parameters, go to the Specular Highlights group.
Change the Specular Level to 15. Leave Glossiness
set to 10.
- In
the Maps rollout, click the Bump map button.
- In
the Material/Map Browser, double-click Noise in the list.
- In
the Noise Parameters rollout, change the Size to 1.
-
Click
Go To Parent.
This takes you to the parent Tile Surface material.
The highlight in the Navigator indicates the change.
- In
the Maps rollout, change the Amount for the bump map to 15.
Combine
the two materials by using a mask:
The Blend material now has two sub-materials,
Grout and Tile Surface. You will use a bitmap file as a mask to
combine them.
- In
the Material/Map Navigator, choose Floor Tile (Blend).
This is the top level of the material. The Blend
Basic Parameters rollout shows the two component sub-materials.
- Restore
the Asset Browser.
- Drag
the file glasblkb.gif from
the Asset Browser to the Mask button on the Blend Basic Parameters
rollout.
- Minimize
the Asset Browser.
Rename
the mask:
- On
the Blend Basic Parameters rollout, click the Mask button.
- In
the material name field, rename the mask map Grout Lines.
Adjust
the blending:
- In
the Material/Map Navigator, select the Floor Tile (Blend) material.
- In
the Blend Basic Parameters rollout > Mixing Curve group, turn
on Use Curve.
- Change
the Transition Zone Upper amount to 1.0 and the
Lower amount to 0.0.
This gives a crisp appearance to the grooves.
Apply
the material to the floor:
-
In the viewport, select
the Floor object.
-
In the
Material Editor, click Assign Material To Selection.
Assign
coordinates to the floor:
-
With
the Floor still selected, go to the Modify panel.
- Open
the drop-down Modifier List and choose UVW Map.
This guarantees that the floor has mapping coordinates
the Floor Tile material can use, and gives you a means to adjust
them. You will need to, as the following steps demonstrate.
Render
the scene:
-
On the toolbar, click Quick Render.
The floor has a tiled appearance, but the tiles
are far too large.
You will correct the tile size in the following
lesson.
Save
your work: