Mapping and Mapping Coordinates
Introduction to Materials and Mapping
Using Raytrace Materials and Maps
Creating Multi/Sub-Object Materials
When you want to apply
two or more materials to an object, you use a Multi/Sub-Object material.
This is a material type can contain up to 1,000 different materials,
each identified by a unique number called a material ID. By assigning
different material IDs to discrete selections of faces, you control
where each material will appear when the parent Multi/Sub-Object
material is applied to the object.
- The
files for this lesson can be found in the tutorials/intro_to_materials folder.
In this exercise, you'll create the material
automatically by dragging and dropping onto sub-object selections.
Create
Multi/Sub-Object materials using drag and drop:
- Open intro_materials4.max.
- Right-click
the Camera viewport label and change the viewport display mode to
Wireframe.
The viewport now displays all the geometry in
wireframe.
- On
the menu bar, choose Views > Shade Selected.
- Select
the bottle in the viewport.
The bottle alone is shaded. At the top of the
Modify panel, the object name bottle with label is
displayed in boldface to indicate that this is a group.
- On
the menu bar, choose Group > Open.
The grouping is temporarily suspended so you
can manipulate the members of the group individually.
- Press H and select the label01 by
name from the selection list.
The label becomes shaded.
- Right-click
in the viewport and choose Hide Selection.
The label is hidden from view. Now you can work
just with the bottle.
- Select
the bottle again.
The name of the object is bottlewithcork.
Assign
material IDs:
In order to assign material ID numbers to different
parts of an object you must first make a sub-object selection of
faces or polygons. Since the bottle is already an Editable Poly
object, sub-object selection tools are available in the Modify panel.
-
On the
Modify panel, access the Polygon sub-object level by clicking the
Polygon selection icon.
- Right-click
the Camera viewport label, and turn on Edged Faces (or press F4).
- In
the Camera viewport, select the polygons used for the cork by dragging
a region around the top of the cork and down to (but not including)
the top of the glass.
The selected polygons turn red in the viewport.
If the selected polygons don’t turn red, right-click
the Camera viewport label and choose Configure. In the Viewport
Configuration dialog > Rendering Method tab > Rendering Options
group, turn on Shade Selected Faces.
- In
the Material Editor, click an unused material and name it cork.
- From
the Material Editor, drag cork to the cork on the bottle.
- On
the menu bar, choose Edit > Select Invert.
Everything except the cork is now selected for
the glass.
- Drag
the green bottle material from the
Material Editor to the selection set of faces.
The bottle turns bright green.
-
Turn
off Polygon selection.
Add
the new material to the Material Editor:
As a result of your placing different materials
on different polygon sub-object selections, 3ds Max automatically created
a new Multi/Sub-Object material in the scene. To work on this material,
you'll need to load it into the Material Editor.
- In
the Material Editor, click an unused sample slot.
-
Click
Pick Material From Object.
- Click
the cork with the eyedropper cursor.
The Multi/Sub-Object material is transferred
to the Material Editor. Both materials are displayed on the same
sphere.
- Name
this material mybottle.
- On
the Multi/Sub-Object Basic Parameters rollout, click the material cork.
The Material Editor moves to the level of that
material and displays its parameters. The sample sphere now shows
only the single material.
- Expand
the Maps rollout and click the None button next to the Bump map
component.
- Change
Browse From to New, if it isn't already set.
- On
the Materials/Map Browser, pick Dent.
- Name
the bump component of this material bumpy dents.
- On
the Dent Parameters rollout, set Size to 22 and Strength
to 5.
- Set
Color #1 to a pale brown and Color #2 to a medium brown.
-
Click
the Go To Parent button.
- Drag
the bumpy dents map from the Bump
component to the Diffuse Color component and choose Copy, if necessary.
- Click
the new Dent map to go to the Dent Parameters level of the Diffuse
Color and name this map cork dents.
- Set
one of the viewports to Front and zoom in on the cork.
- Render
to see what the dents look like on the cork.
- If
you like, change the colors in the cork dents map
in the Diffuse component and render again.
- Save
your file as mybottlematerials.max.