Materials are like paint. With materials, you make apples red
and oranges orange. You put the shine in chrome and the polish on glass. By
applying maps, you can add images, patterns, and even surface texture to
objects. Materials are what make your scenes look real.
Mapping is a method of projecting pictorial information
(materials) onto surfaces. It is a lot like wrapping a present with wrapping
paper, except the pattern is projected mathematically, with modifiers, rather
than being taped to the surface.
This tutorial introduces the Material Editor, the master
design studio for materials and maps. In the following lessons, you will learn
how to assign materials to objects, how to create basic materials, and how to
create several kinds of advanced materials.
Skill level: Basic to intermediate
Time to complete: 90 minutes
Features Covered in
This Tutorial
In these lessons you will learn:
-
Accessing materials from material libraries,
scene objects, and other MAX files.
-
Assigning materials to scene objects.
-
Creating basic materials, including
wireframe, 2-sided, and self-illuminated.
-
Using ambient color and light with materials.
-
Creating additive and subtractive
transparency.
-
Using texture, opacity and bump mapping.
-
Creating and adjusting mapping coordinates.
-
Creating multi/sub-object materials using
drag and drop.
-
Creating a raytrace material.
-
Using displacement mapping.
-
Creating stars using noise.
-
Using Shellac material to create realistic
human skin.
All the files necessary for this tutorial are provided on the
program disc in the
\tutorials\intro_to_materials directory. Before
starting the tutorials, copy the
\tutorials
folder from the disc to your local program installation.
Accessing Materials
Assigning Materials to
Objects
Creating Basic Materials
Understanding Ambient
Color and Light
Creating Transparency
Mapping and Mapping
Coordinates
Creating Multi/Sub-Object
Materials
Using Raytrace Materials and
Maps
Texturing the Chessboard
Using
Displacement Mapping with Surface Properties
Adding Stars to the Sky
Creating a Skin Material
When you work with 3ds Max, you access materials from three
different places: from the Material Editor, from scenes, or from an external
collection of predesigned materials called a
material
library. The next exercise shows you how to load materials from a
material library into the Material Editor.
The files for this lesson can be found in the
\tutorials\intro_to_materials folder.
Load a material library:
-
If you receive the dialog asking if you
really want to reset the program, answer Yes.
-
Open
intro_materials.max.
Note: If you see the File
Load: Units Mismatch dialog, choose the option Rescale The File Objects To
The System Unit Scale.
-
Press the
M key on your
keyboard to open the Material Editor.
The sample slot in the upper-left corner has
a white border around it, indicating that it is active.
-
Right-click the active sample slot. From the
right-click menu, choose 5 x 3 Sample Windows. The sample palette redraws to
display 15 slots.
-
On the Material Editor toolbar, click Get
Material.
The Material/Map Browser appears.
-
In the Material/Map Browser > Browse From
group, choose Mtl Library (Mtl stand for “Material.”)
-
In the File group, click Open.
The default Material Library,
3dsmax.mat, is displayed. A number of others might
be listed as well.
-
In the Open Material Library dialog, navigate
to the
\tutorials\intro_to_materials
directory and choose
stillife.mat.
The names of the materials appear in a list.
-
On the Material/Map Browser toolbar,
click View List+Icons.
A thumbnail of each material appears next to
its name.
Transfer materials to the Material Editor:
-
On the Material/Map Browser, click the
material named
orange.
A larger thumbnail of the Orange material
appears in the preview window.
-
Drag the thumbnail from the Browser to the
active sample slot in the Material Editor. You can drag it from either the
preview window or the list of materials.
The material appears in the sample slot. The
name
orange appears in the drop-down list
just below the palette.
-
Click the next sample slot to the right. The
slot becomes active.
-
On the Material/Map Browser, double-click
shiny apple. The
shiny
apple material appears in the second sample slot.
-
Scroll the Material/Map Browser to the bottom
of the list, if necessary.
-
Drag the
wood
countertop material from the list to the third sample slot.
The third sample slot activates, displaying
the
wood countertop material.
Get materials from a MAX file:
You can just as easily get materials from MAX
scene files as from material libraries. The procedure is nearly the same.
-
Activate the sample slot to the right of the
wood countertop material.
-
On the Material/Map Browser, check that
Browse From is still set to Material Library.
-
Choose Open from the File group.
-
Pull down the Files Of Type list and choose
3ds Max (.max,.chr) instead of
.mat.
-
Navigate to the
\tutorials\still_life folder, and then open
Still_life_animated.max.
-
Double-click the material named
leaf.
The leaf material is transferred from the MAX
file to the Material Editor.
Get materials from objects in the scene:
There is a material already at work in this
scene, but it is not in the Material Editor. It is applied to all the objects in
the scene, so that they look like they are all made of the same substance. You
can transfer the material from the scene to the Material Editor using the
eyedropper cursor to sample the material.
-
Activate the fifth sample slot in the top row
of materials.
-
In the Material Editor, click Pick
Material From Object. The button is located next to the material name, below the
top row of icons (under the sample slots).
-
Use the eyedropper to click any object in the
viewport.
The material,
beige
putty, appears in the sample slot. Because the material is currently
assigned to objects in the scene and in the Material Editor, the corners of the
sample slot display triangles. In 3ds Max parlance, this is called a "hot"
material.
Note: If the triangular corners are hollow,
this indicates the material is assigned to the scene. If the corners are solid,
it means an object that has been assigned the material is currently selected.
For practice:
-
Transfer the rest of the materials from the
material library into the Material Editor. Arrange them in a way that makes
sense to you.
-
To copy and move a material, drag the sample
to a new slot.
-
To remove a material from a sample, click
Reset Map/Mtl To Default Settings.
-
To view more sample slots, use the scroll
bars at the right and bottom of the sample palette, or change the right-click
settings to 6 X 4 Sample Windows.
Note: While the sample palette can show you
24 samples at any one time, there is no limit to the number of materials a scene
can contain. Once you assign a material to an object, you can reset that sample
in the palette and a new material created without affecting the original
material.
-
Pan the sample palette by dragging in between
the slots.
-
To examine a material up close, double-click
the sample slot, or right-click the slot and choose Magnify.
-
Save your file as
mymaterials1.max.
Assigning Materials to
Objects
Assigning Materials to Objects
In this lesson, you will learn two ways to assign materials to
objects.
-
The files for this lesson can be found in the
tutorials/intro_to_materials folder.
Set up the lesson:
-
Open
intro_materials2.max.
Note: If you see the File
Load: Units Mismatch dialog, choose the option Rescale The File Objects To
The System Unit Scale.
Assign a material to a selected object:
Making your selection before assigning a
material to it ensures that the material goes exactly where you want it to go.
Use this approach for mapping complex scenes, or when you want to assign
materials to sub-object selections.
-
On the keyboard, press
H
to display the Select Objects dialog. Highlight
Orange and click Select.
-
Press
M to open the
Material Editor.
-
Click the sample slot that contains the
orange material.
-
Click Assign Material to
Selection. The object turns orange in the Camera01 viewport.
Assign a material using drag and drop:
Drag and drop is the most direct way to
assign materials to objects. Use this approach when the objects you want to map
are clearly visible in the scene.
-
In the Material Editor, find the sample slot
that contains the
shiny apple material.
-
Drag the sample onto the apple; a tooltip
lets you know when the cursor is over the right object. The apple turns red.
See the results:
-
Activate the Camera01 viewport by
right-clicking in it.
-
On the toolbar, click Quick Render. The
view from the camera renders line by line in a separate window.
For practice:
-
Assign materials to the rest of the objects
in the scene. Use the tooltips to see the name of each object, or choose objects
by name from the Select Object dialog. When you are done, render the scene to
see how it looks.
In this lesson, you create variations on the Standard material
type by changing basic parameters such as color, glossiness, transparency, and
shader type.
-
The files for this lesson can be found in the
tutorials/intro_to_materials folder.
Set the diffuse and specular color:
The Blinn shader has basic settings for
color, glossiness, self-illumination and transparency.
-
Open
intro_materials2.max.
Note: If you see the File
Units: Mismatch dialog, choose the option Rescale The File Objects To The
System Unit Scale.
-
Press
M to open the
Material Editor. If necessary, set the display to 5 x 3 Sample Windows; press
X repeatedly until the sample spheres are largest.
-
Scroll down to the third row and click the
center sample sphere; the material's name includes the string “Default”.
-
Rename this material using the editable name
field above the rollouts. Call it
myorange
material.
-
From the Material Editor, drag
myorange material onto the Orange object in the
viewport. The orange in the viewport turns gray.
-
On the Blinn Basic Parameters rollout, click
the Diffuse color swatch to display the Color Selector. Change the Diffuse color
to dark orange. Then close the Color Selector.
Both the Diffuse color and Ambient color
change to dark orange, because the colors are locked together. In the viewport,
the Orange object's color changes to dark orange.
-
In the Specular Highlight group, experiment
with the Specular Level parameter by dragging the spinner up and down while
observing the sample sphere. Then set the Specular Level to
100.
A highlight appears on the orange. The
highlight gets stronger as you increase the Specular Level.
-
Experiment with the Glossiness parameter by
dragging its spinner up and down while observing the sample sphere. Then set the
Glossiness to
40.
As Glossiness increases, the highlight gets
smaller and more focused. This is how you control the shininess of an object.
-
Click the Specular color swatch and change
the Specular color to a bright lemon yellow.
The highlight takes on a yellow tinge.
Use wire and 2-sided:
You can use the Wire material option to make
an object render in wireframe.
-
On the Shader Basic Parameters rollout, turn
on Wire.
The surface of the orange displays in
wireframe, rather than as shaded faces.
-
Open the Extended Parameters rollout. In the
Wire group, change the Size to
2.5.
-
Render the scene. The orange renders
with a thicker wire.
Tip: To depict an object turning to
wireframe, animate the wire thickness.
-
In the Shader Basic Parameters rollout, turn
on 2-Sided. Now you can see the object's back side through the front wires.
-
Turn off 2-Sided and Wire. The object turns
solid again.
Add self-illumination:
Self-illumination makes an object look as
though it's lit from within. Use Self-Illumination to save rendering overhead
when you want to create lights that do not need to illuminate surfaces, such as
running lights along the perimeter of a spaceship.
-
On the Blinn Basic Parameters rollout, set
Self-Illumination of
myorange material
material to
100 percent.
The dark areas of the orange brighten, making
the orange look incandescent.
Note: If you see a black color swatch instead
of the spinner, turn off Color.
-
Right-click the Self-Illumination spinner to
reset the value to
0.
-
Save your file as
myorange.max.
Understanding Ambient
Color and Light
Understanding Ambient Color
and Light
Ambient light is used to simulate indirect light, such as the
atmospheric light that permeates outdoor scenes. It may also be used to simulate
radiosity, which is the color that bounces off brightly colored objects.
Ambient color controls the color of objects in areas of
shadow, whenever ambient light is present. Generally, you do not see any effect
when you change the ambient color of a material, because ambient lighting is
turned off by default.
To see the effect of ambient color in a scene, you must create
an ambient light source. You can either create lights that are set to Ambient
Only in order to create a localized effect, or use the Environment dialog to
affect an entire scene.
Set up the lesson:
-
Continue from the previous lesson.
Adjust the ambient light and color:
-
In the Material Editor, choose the
beige putty material in the upper-right material
sample.
-
Change the Ambient color of the
beige putty material to a bright shade of purple.
The color of the scene does not change.
-
Choose Rendering > Environment. The
Environment dialog appears.
-
Click the Ambient color swatch. In the Color
Selector, change the Ambient color to a medium shade of gray. Then close the
Color Selector and the Environment dialog.
The materials brighten in direct proportion
to the brightness of the Ambient color. The
beige
putty objects in the scene turn purple.
-
Activate the slot containing
myorange material.
-
Click the lock button to the left of the
Ambient and Diffuse colors to unlock them. Then change the Ambient color from
orange to a bright green.
The Opacity parameter controls the transparency of a material.
The default setting is 100 percent opaque. An Opacity value of 0 creates total
transparency.
Set transparency:
-
Do not save your changes.
-
Press
M to open the
Material Editor.
-
Click the Background button to the
right of the sample spheres. A multicolored checker pattern appears in the
active sample slot behind the sample sphere.
-
Double-click the sample material to open it
in a separate window. Resize the window if you like.
-
In the Blinn Basic Parameters rollout change
the Diffuse color to green. The Ambient color changes as well.
-
Set the Opacity value of the material to
50.
The sample sphere becomes semi-transparent.
-
Set the Specular Level to
100 and the Glossiness to
80. Two small highlights appear on opposite sides of
the sample sphere.
-
On the Shader Basic Parameters rollout, turn
on 2-Sided. Two more highlights appear on the sample sphere. These represent
highlights inside the sphere.
-
Open the Extended Parameters rollout.
-
Change the Falloff setting from In to
Out.
-
In the Advanced Transparency group, set the
Falloff Amt to
100.
The sphere becomes more transparent towards
the edges.
-
Change the Falloff setting from Out to
In.
The opacity falls off towards the center of
the sphere, revealing a nearly transparent center.
-
Change the Filter color to bright yellow.
The sample sphere takes on a ghostly look.
-
Change the Type to
Subtractive, then
Additive.
The areas of opacity turn dark like smoke,
then light like clouds.
Mapping and Mapping
Coordinates
Mapping and Mapping Coordinates
Adding images and textures to a material is one of the most
important techniques for creating realistic effects. In this lesson, you learn
how to add texture maps and bump maps to a material. You also learn how to
position a map on the surface of an object by adjusting the mapping coordinates
of the material.
-
The files for this lesson can be found in the
tutorials/intro_to_materials folder.
Make a texture map:
Suppose you want to make a realistic orange
in your scene. The most direct way is to use a realistic image as the texture
map in the diffuse component of a material. In other words, you replace the
overall color with an overall texture. Here are the basic steps:
-
Buy an orange and photograph it.
-
Crop a portion of the photograph.
-
Digitize the cropped portion with a scanner
or digital camera.
-
Load this image into your computer.
-
Apply the image as a diffuse map.
Add a texture map to a material:
The digitized bitmap you are going to use is
already being used by the orange material in the first sample slot. You can
therefore browse for the bitmap from the Material Editor.
-
Open
intro_materials3.max.
Note: If you see the File
Load: Units Mismatch dialog, choose the option Rescale The File Objects To
The System Unit Scale.
-
Press
M to open the
Material Editor. Set the display to 5 x 3 Sample Windows, if it isn't already.
-
Click an empty material, such as the one in
the center of the third row of sample spheres. Rename it
myorangematerial.
-
On the Blinn Basic Parameters rollout, click
the map selector button to the right of the Diffuse color swatch to display the
Material/Map Browser.
-
In the Browse From group, choose Material
(Mtl) Editor.
-
Click View Small Icons.
All the images that are currently loaded
appear as small thumbnails.
-
Click View Large Icons.
The thumbnails appear larger.
-
Click the image labeled
Diffuse Color: Orange (orangetex.jpg) and click OK.
On the Instance Or Copy dialog, choose Copy and click OK again.
The Material/Map Browser closes and the
orange texture map appears in the material sample, but not in the viewport.
-
To display the texture map in the viewport,
click the Show Map In Viewport on the Material Editor toolbar.
The orange texture map appears in the
viewport.
Note on Mapping Coordinates and Viewport
Visibility
The orange map shows in the viewport because the orange object
has mapping coordinates applied to it. Like other parametric objects in 3ds Max,
the sphere of the orange generated its own mapping coordinates when created.
This is not necessarily the case with editable meshes and many other types of
geometry.
If the object in the scene didn't have mapping coordinates,
the map wouldn't appear in the viewport, even if Show Map In Viewport is on. In
that case, you can add a UVW Map modifier to the object to make the texture display.
If the texture map still doesn't display, you can move the
gizmo of the UVW Map modifier, and experiment with the Offset, Tiling, and Angle
parameters in the Coordinates rollout. This will be covered later in the
tutorial.
Add a bump map:
The texture on the orange looks all right,
but a real orange peel has a pitted surface. You can simulate this and add
realism by using bump mapping. This won't show up in the viewport, but is
visible when you render.
-
Select the orange in the viewport.
-
Click the
myorangematerial sample sphere you worked with in
the previous section.
-
Click Go To Parent to access the
material level.
-
Scroll down and open the Maps rollout.
-
Drag the
orangetex.jpg map from Diffuse Color to Bump.
Choose Copy and click OK.
-
Set the Bump Amount to
−100.
There is no change in the viewport.
To really see the effect, you'll need to
render the scene. It would also be a good idea to zoom in and see what's
happening to the orange.
-
Activate the Front viewport. Select the
orange, if it isn't already selected.
-
In the viewport navigation controls, use Arc
Rotate Selected to rotate around the orange and get a good view (the viewport
will switch to User type). Zoom so the orange fills up most of the viewport.
-
Render the Front viewport.
-
Drag the
orange material in the first sample slot from the
Material Editor to the Orange object in the viewport.
Nothing will change in the viewport, but this
will let you use the experimental material for other purposes later in this
exercise.
-
Press
F so the viewport
returns to Front view.
Use mapping coordinates and tiling:
In this procedure, you use the concrete wall
behind the objects to learn about mapping and tiling.
-
From the Material Editor, drag the
concrete material (second row, fourth sphere) onto
the wall object (named
L-Ext01).
The concrete shows up in the camera viewport
because the parametric object has generated its own mapping coordinates. But the
concrete doesn't look quite right on the wall.
-
Select the wall object (
L-Ext01), and then from the Modifiers menu > UV
Coordinates submenu choose UVW Map.
The concrete changes appearance in the
viewport.
-
Right-click in the Camera01 viewport to
activate it.
-
In the Modify panel, scroll down to the
Alignment group.
-
Change the Alignment from Z to Y to X.
Choose the one that looks correct; probably
Y.
-
In the Modifier Stack, expand the UVW Mapping
entry to see the Gizmo. Click the Gizmo entry to highlight it.
-
On the Main toolbar, turn on Select And Move.
In the viewport, and drag the gizmo for the mapping modifier to move the map.
The concrete bitmap shifts behind the
objects.
To control placement of texture maps:
-
Move the UVW Mapping gizmo.
-
Change the map's Offset values.
To control tiling of texture maps:
-
Change the map's Tiling values.
-
Change the UVW Mapping modifier's Tile
values.
Create wallpaper with a tile pattern:
-
On the Modify panel, click Gizmo again to
turn off sub-object selection.
-
In the Material Editor, choose the
concrete material.
-
Change the name of the material to
background.
-
On the Maps rollout, click the
concgren.jpg map.
The rollouts change to the level of this map.
-
On the Bitmap Parameters rollout, select the
Bitmap button, which contains the path to the
concgren.jpg map. You'll replace this map with a
tile pattern to create some wallpaper.
-
On the Select Bitmap Image File dialog,
change the Files of Type to Targa Image File and choose
pat0039.tga.
-
Turn on Show Map in Viewport.
A diamond pattern appears on the wall.
-
On the Coordinates rollout, set U Tiling and
V Tiling to
4.
-
Change the U tiling by clicking the spinner
until the tiling value is approximately
5.7.
This makes the pattern proportions more even.
On some systems, the diamond pattern might be
skewed in the Camera viewport. To correct this, right-click the Camera01
viewport label and choose Texture Correction.
-
See what happens when you add blurring and
then render. Also try working with Blur Offset. Try setting the Coordinate
rollout Blur parameter to
1.5 and Blur Offset to
0.1. When you're finished experimenting with
Blur, return the Blur setting to
1.0.
Use opacity mapping to make a leaf:
You can use the leaf objects in the scene to
experience a unique type of mapping. The leaf is created with a simple box
mapped with a texture map and an opacity map.
The texture is a photo of a leaf.
The opacity map is a mask of white and black.
The black becomes transparent when rendered.
-
On the toolbar, open the Named
Selection Sets list and choose the set named
leavesandbase.
-
Right-click in the active viewport and choose
Hide Unselected.
The leaves and the base are now the only
objects visible.
-
Hold down
Ctrl and select
the base.
This deselects the plank base.
The objects are really just thin boxes that
have Bend and Twist modifiers applied to them. They don't look anything like
leaves right now.
-
Drag the leaf material from the Material
Editor onto the leaves in the scene.
-
When the Assign Material dialog appears,
choose Assign to Selection and click OK.
The
leaf
material is applied to all four leaves.
View the rendered leaves:
In this procedure, you zoom in without
affecting your existing camera view.
-
Render the Camera01 viewport.
The boxes seem to have been replaced by
realistic leaves, and the opacity map and the shadow-casting spotlights combine
to cast reasonable-looking shadows.
Use mapping coordinates:
Besides letting you see maps in the viewport,
mapping coordinates give you control of how a texture is applied to the object.
In this procedure, you'll add a UVW Map modifier to the bottle label. In the
next procedure, you crop the texture.
Simple mapping is often solved by adding
planar mapping coordinates and then working with the gizmo for adjustment. Let's
see how this works on the label of the bottle.
-
Right-click in the active viewport, and
choose Unhide All. All the objects in the scene reappear.
-
Select the orange, right-click, and choose
Hide Selection in the Display quadrant.
-
Press
H and select
label01.
-
Right-click in the Front viewport to activate
it, without affecting the selection of the label. Then press
G to turn off the grid.
-
Open the Modify panel and add a UVW
Map modifier to the label.
-
Region Zoom into the Front viewport so you
have a better view of
label01.
-
Change the Front viewport display to Smooth +
Highlights.
-
In the Parameters rollout > Alignment
group, turn on Region Fit and draw a box slightly smaller than the label.
Region Fit lets you draw the gizmo to the
size you want.
-
In the Material Editor, click the
label material.
-
Use Assign Material To
Selection to apply the material onto the label.
-
Save the scene as
mymaterials3.max.
Crop the texture:
The Gluggo texture map doesn't really fit the
label properly, so you'll fix it by using the cropping features of the Material
Editor.
-
In the Material Editor > Maps rollout,
click the Diffuse map button labeled
gluggo.jpg.
-
In the Bitmap Parameters >
Cropping/Placement group, be sure Crop is chosen. Click View Image.
A Specify Cropping/Placement window is
displayed showing the label bitmap.
-
Crop the Gluggo label by dragging the handles
on the corners and sides of the selection region. Crop so the dark edge at the
top is outside the selection region. Close the window.
-
Turn on Apply, if it isn't on already.
The dark edge no longer appears on the label
in the viewport. Adjust the length and width of the modifier so that the map
fits the label better.
Add a sticker on the label:
-
Assume a scenario in which the Gluggo brand
has been purchased by Gulpco. It's your job to redo the image with the new
Gluggo-Gulpco label. In the following procedures, you'll put a Gulpco sticker
onto the label to add the new company name. As you do this, you'll learn about
multiple channels and UVW coordinates.
Set up the mapping modifier:
-
Press
H and select
label01, if it's not already selected.
-
Right-click in the active viewport and choose
Hide Unselected.
Everything disappears except for the label.
-
In the Front viewport, zoom in on the label.
-
Go to the Modify Panel and check the modifier
stack.
The label already has a UVW Mapping modifier
applied to it.
-
Right-click the UVW Mapping modifier and
choose Rename.
-
Rename the UVW Mapping modifier to
Gluggo label.
-
Scroll down to the Channel group and change
the map channel to
3.
The label changes orientation in the
viewport.
Set up the label material:
-
In the Material Editor, click the
label material if it's not already active.
-
Click the map button next to the Diffuse
color swatch to open the Bitmap map rollouts, if necessary.
-
In the Coordinates rollout, change the Map
Channel for the label map to
3.
Now the label map will use the mapping from
the
Gluggo label modifier, because they both
use the same map channel.
Select faces:
Here, you'll select the faces where the
Gulpco sticker will go.
-
In the Front viewport, change the display to
Edged Faces (press
F4).
-
In the modifier stack, click Editable Mesh.
-
Turn on Polygon selection.
-
Select the three rows of faces in the middle
of the label.
-
Scroll down to the Surface Properties rollout
> Material group and change Set ID to
2 for
these faces.
-
Exit the Polygon sub-object level.
This is an important step. If you don't turn
off Polygon selection, what follows will not work as expected.
-
With the Editable Mesh still selected, add a
second UVW Map modifier.
The new UVW Mapping modifier is inserted in
the stack between the
Gluggo label modifier
and the Editable Mesh . It will supply the mapping coordinates for the Gulpco
sticker.
-
Right-click the new UVW Mapping modifier and
rename it
Sticker.
-
Scroll down to the Channel group and set Map
Channel to
2.
Convert to a multi/sub-object material:
You'll use the original label as a base for
the new label.
-
On the Material Editor toolbar, click Go
To Parent.
-
Choose the material
label and click the Standard button.
-
In the Material/Map browser, make sure the
Browse From group is set to New.
-
Double-click the Multi/Sub-Object entry. In
the Replace Material dialog, make sure Keep Old Material As Sub-material is
chosen, and then click OK.
-
In the Multi/Sub-Object Basic Parameters
rollout, click Set Number. Change Number Of Materials to
2 and click OK.
-
In the Name field next to the label material,
type
Gluggo.
-
In the Name field next to the second
material, type
Gulpco.
Add a map to the second sub-material:
-
Click the second material.
-
Click the map button to the right of the
Diffuse color swatch.
-
On the Material/Map Browser dialog, make sure
Browse From is set to New, and then double-click the Bitmap list entry. The
Select Bitmap Image File dialog opens.
-
Navigate to the
tutorials\intro_to_materials directory and choose
gulpco.jpg.
-
On the Coordinates rollout, set the Map
Channel to
2.
-
Click Show Map In Viewport. The second map
appears in the viewport, layered on top of the first.
-
Adjust the Offset and Tiling settings for the
Gulpco map until it's centered on the bottle.
-
Repeat the process for the
Gluggo material so that the map is centered behind
the Gulpco label.
-
Save your work again as
mymaterials3.max.
Creating Multi/Sub-Object
Materials
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.
Note: If you see the File
Load: Units Mismatch dialog, choose the option Rescale The File Objects To
The System Unit Scale.
-
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.
-
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:
3ds Max has automatically created a new
Multi/Sub-Object material in the scene. However, if you want to work on the
material, you will 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 Material Parameter
rollout, click the material
cork.
The Material Editor moves to the level of
that material and displays its parameters. The sample sphere displays only the
single material now.
-
Expand the Maps rollout and click the None
label 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.
-
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.
Using Raytrace Materials and
Maps
Using Raytrace Materials and Maps
Raytrace materials are perfect for reflective materials like
shiny metal and glass.
-
The files for this lesson can be found in the
tutorials/intro_to_materials folder.
Set up the lesson:
-
Continue from the previous exercise or load
bottlematerials.max.
-
Change the Camera viewport back to Smooth +
Highlights.
-
Turn off Views > Shade Selected, if it's
currently turned on.
Make green glass using a raytrace material:
-
Open the Material Editor and access the
green bottle material within the multi/sub-object
material.
-
Change the material type from Standard to
Raytrace.
The bottle changes to a gray color in the
viewport.
-
In the Material Editor, make the Diffuse
color a rich forest green.
The bottle changes to a green color in the
viewport.
-
Click the Transparency color swatch. Change
the color to light gray by setting Value to
119.
-
Set the Reflect color swatch to a darker
gray: Value=
100. Close the Color Selector dialog.
-
Drag the
wood
countertop material to the counter (
base) object.
-
Render the Camera01 viewport.
The bottle shows the reflections of adjacent
objects.
Raytrace reflections in the scene:
There are several ways to make objects appear
reflective. You choose a method of creating reflection based on the main source
of an object’s color and the quality you want to achieve. For objects that
derive their color primarily by reflection, such as polished metal or glass, you
will probably want to use a raytrace material. If an object has a strong local
color or texture as part of its material, you might add a reflection map to the
Reflection map component instead.
-
Press
H and choose
[knife]. The knife and its handle are grouped
together.
-
-
Select the knife blade in the viewport.
-
From the Material Editor, drag the
knife blade material to the knife blade (
Line02).
This is another Raytrace material. It’s a lot
like the Raytrace green glass material except that it's not transparent.
-
Drag the
knife
handle material to the knife handle.
-
Click the
wood
countertop material. On the Maps rollout, click the None button of
the Reflection map component.
-
In the Material\Map Browser, double-click the
Raytrace map type. In this case you're adding a raytrace only to the Reflection
component.
-
Name the Reflection component
counter reflection.
-
Click Go to Parent. On the Maps rollout,
set the Reflection amount to
44 and the Diffuse
Color amount to
90. This will keep the reflection
from overpowering the wood texture.
-
Render the Camera01 viewport, and examine the
reflections in the knife blade and countertop.
-
Save your file as
mymaterials4.max.
In
Modeling a Chess Set, you learned how
to create the pieces for a chess set. Chess pieces want to live on a chessboard.
In this tutorial, you'll construct a chessboard that has a wood-grained,
checkerboard pattern. You'll also add shininess and reflection to the
chessboard.
-
The files for this lesson can be found in the
tutorials/intro_to_materials folder.
Set up the lesson:
-
Load the file
tut_knight.max.
Create the chessboard:
-
On the Create panel, click the Geometry
button. Make sure Standard Primitives is chosen in the drop-down list.
-
-
If 2D Snap is on, turn it off.
-
In the Top viewport, drag to set the initial
length and width of the box, then release the mouse and drag downward to set an
initial height. Click to finish.
Don't worry about the initial dimensions: you
will change them soon.
-
Rename the box
chessboard.
-
In the box's Parameters rollout, set the
Length and Width to both equal
32cm, and set
Height equal to
–1cm.
Tip: Because the board is bigger than the
chess pieces, you might need to zoom viewports and move either object before you
can comfortably see both of them together.
-
Use the Move tool to position the box at the
world origin:
0,0,0.
Create the squares:
-
Activate the Perspective viewport and click
the Zoom Extents button.
-
Click the Field Of View
button and zoom in so the chessboard fills the viewport.
-
On the toolbar, open the Material Editor by
clicking the Material Editor button or use the
M
keyboard shortcut.
-
Click the first sample sphere and click the
map button just to the right of the Diffuse color swatch.
The Material/Map Browser appears.
-
In the Material/Map Browser, double-click
Checker.
3ds Max has a built-in checker pattern, which
makes your work easier. The active sample slot now shows a sphere with the
checker pattern.
-
In the Material Editor, click
Assign Material To Selection, and then click Show Map In Viewport.
This lets you see the map in shaded
viewports. (The viewport display of maps is only an approximate.)
The default checker pattern is two by two,
but a chessboard needs eight squares in each direction.
Note: If the checker pattern looks slightly
skewed, right-click the Perspective viewport label and turn on Texture
Correction.
-
On the Coordinates rollout, set both the U
and V Tiling values to
4.0.
Now the board has the right number of
squares.
If you render the Perspective viewport, you
see that the checker pattern is more refined than the shaded viewport shows.
Note: Because the chessboard is made out of a
box, the checker pattern is also applied to the sides. Since the chessboard is
so thin, the pattern on the sides isn't obvious.
Give the checker pattern a wood texture:
-
Open the Utilities panel and click Asset
Browser.
The Asset Browser appears. Click OK to the
copyright advisory it displays.
-
The Asset Browser is a large dialog. Move and
resize it so you can see both it and the Material Editor.
-
Use the navigation tree at the left of the
Asset Browser window to locate the
tutorials/intro_to_materials folder.
-
In the Material Editor, make sure the Checker
map's Checker Parameters rollout is visible.
-
In the Asset Browser, locate the file
Oak1.tga. Drag the
Oak1.tga thumbnail
to the Color #1 map button on the Checker Parameters rollout. Then drag the
Walnut3.tga thumbnail to the Color #2 map button.
-
Now if you render the chessboard, it has a
contrasting wood pattern.
-
Save the scene as
mychessboard.max.
Add polish to the chessboard:
-
In the Material Editor, click the Go To
Parent button.
-
-
Click the map button for the Reflection map
component.
The Material/Map Browser opens.
-
Double-click the Flat Mirror map.
-
The pieces are reflected in the chessboard,
but the wood grain is washed out.
-
Click the Go To Parent button and, on the
Maps rollout, change the Reflection Amount to
30.
The wood grain is not as washed out as before
but still looks faded.
-
On the Maps rollout, click the Checker map in
the Diffuse Color component.
-
In the Checker Parameters rollout, click the
Color #1 map and open the Output rollout.
-
Set the Output Amount to
1.5.
-
Click the Go Forward To Sibling button and
make the same change to the Output Amount of the Color #2 map.
-
The wood grain looks much warmer and more
realistic.
-
Save the scene as
mychessboard01.max.
Using
Displacement Mapping with Surface Properties
Using
Displacement Mapping with Surface Properties
In this lesson, you make a moon with a detailed surface using
displacement mapping combined with Surface properties.
-
Bitmaps for this lesson can be found in the
tutorials/intro_to_materials folder.
Create a moon:
-
-
In the Perspective viewport, create a sphere
that fills the viewport.
-
On the Create panel, set the Radius to
100. Name the sphere
Earth’s
Moon.
-
Click Zoom Extents All to zoom out in all
four viewports.
Set up lights and cameras:
-
Activate the Perspective viewport, if
necessary, and then press
Ctrl+C. This creates a Target
camera, matches the camera to the Perspective viewport, and switches the
viewport to the camera view.
-
Click Zoom Extents All. In the Top viewport,
you see the camera is facing the moon at about a 45 degree angle.
Note: Your sphere might be a different color
than the one shown here.
-
On the Create panel, open the Lights
sub-panel and click Omni.
-
In the Top viewport, create an omni light by
clicking at the bottom of the viewport. Name this light
main
light.
-
On the Modify panel, turn on Shadows and set
Multiplier to
1.2.
-
In the Top viewport, create another omni
light by clicking near the top left of the viewport. Name this light
fill light.
-
On the Modify panel, turn on Shadows and set
Multiplier to
1.5. Then change the color of the
fill light to orange. This adds some warmth to the image.
-
Right-click in the Camera viewport to
activate it. Then press
F9 to render the scene.
In the rendered image, the highlights on the
moon appear very bright, and the edges of the moon need more detail. You will
fix both problems using mapping.
Map the moon:
-
Press
M to open the
Material Editor.
-
Click a material sample slot. Name the
material
Earth's Moon.
-
Choose the Oren-Nayar-Blinn shader from the
drop-down list on the Shader Basic Parameters rollout. The highlights of the
material darken, giving the sample sphere a softer look.
-
Click the Diffuse map button; it's the blank
gray button to the right of the Diffuse color swatch. In the Material/Map
Browser, choose Bitmap and click OK.
-
Use the Select Bitmap Image File dialog to
open
moon.jpg. The moon map appears on the sample sphere.
-
Click Show Map In Viewport, and then drag
the material onto the sphere.
-
Press
F9 to do a test
render.
-
In the Material Editor, click Go To Parent.
-
Drag from the Diffuse map button to the
Diffuse Level map button, in the Advanced Diffuse group. Choose Instance and
click OK.
-
Press
F9 to see the
result.
Displace the surface with a map:
Displacement mapping uses an image or
algorithm to alter the geometry of an object. Unlike bump mapping, it actually
changes the mesh, so you can see the texture on the edges of an object.
Ordinarily this isn't visible until you render, although you can see it in the
viewports with the Disp Approx modifier. This modifier is not covered in this
tutorial.
-
Open the Maps rollout. Pull down the bottom
edge of the Material Editor so that you can see the entire rollout, if
necessary.
-
Drag the
moon.jpg map from the Diffuse
Level map component to the Displacement map component. Choose Copy and click OK.
The button next to Displacement is now
labeled "Map#2 (Moon.jpg)."
-
Set Displacement amount to
-20.
-
Select the sphere. Right-click the sphere and
choose Convert To Editable Poly.
-
On the Modify panel, scroll down to the
Subdivision Displacement rollout and open it.
-
In the Subdivision Displacement rollout, turn
on Subdivision Displacement and click Low. This prevents the surface mesh from
becoming too complex.
-
Press
F9 to render. The
surface of the moon appears bumpy.
-
On Material Editor > Maps rollout,
increase the Displacement amount to
–50.
-
Press
F9 to render. The
surface of the moon appears even bumpier.
Control the areas of displacement:
This procedure shows you how to control the
surface displacement so that it accentuates the areas of moderate displacement.
-
On the Maps rollout of the Material Editor,
click the Displacement map button labeled "Map#2 (moon.jpg)."
-
On the Bitmap Parameters rollout, click View
Image. The close grayscale values that you see in the map limit the amount of
surface variation.
-
Close the viewer window and scroll down to
the Output rollout.
-
Open the Output rollout and turn on Enable
Color Map. Scroll to the bottom so you can see both the graph and the gradient
bar.
-
Drag the point on the right downward so the
line is horizontal.
The gradient bar and the sample slot turn
black.
-
Click Add Point. Then click to add two
points to the curve at about one-third intervals along its length.
-
Click Move. Select the two points that
you just created and move them upward to form a trapezoidal graph.
-
Press
F9. The bumpiness
increases across the middle values of the map.
-
Click Go to Parent. Change the Displacement
to
20 and press
F9. You now
have a moon with craters.
-
Save your file as
mymoon.max.
Vincent van Gogh is not the only one who gets to have fun
painting the night sky. In this lesson you'll create your own starry night using
a Noise map in the environment background.
-
The files for this lesson can be found in the
tutorials/intro_to_materials folder.
Apply a Noise material:
-
-
Press
8 on the keyboard
to open the Environment dialog.
-
Click the Environment Map button.
-
In the Material/Map Browser, choose Noise and
then OK. The Noise map appears in the Environment map component.
-
Open the Material Editor.
-
Drag the Noise map from the Environment
dialog to an unused sample sphere. Choose Instance and click OK.
The sample sphere disappears and is replaced
with the Noise map. The map is displayed as a square, since this is a map, not a
material.
-
Scroll down to the Noise Parameters rollout
and set the Noise Size to
0.2.
-
In the Noise Threshold settings, set the low
threshold to
0.6 and the high threshold to
0.7. This narrows the range between white and black so
the noise will display as dots or pinpoints.
-
Activate the Camera viewport and press
F9 render the scene. Hundreds of stars appear in the sky.
-
Reduce the number of stars by increasing the
low threshold to
0.65. Then tone down the
brightness of the stars by changing the white Noise color to pale gray.
-
Render the scene again. The stars fade into
the background.
Create a nebula field:
To add drama, create a nebula field by
mapping the black areas of the Noise material with a Gradient Ramp.
-
On the Noise Parameters rollout, click the
Color #1 map button.
-
Choose Gradient Ramp from the Material Map
Browser and then OK.
-
The Material Editor moves down a level in the
material tree. The sample sphere is replaced by a grayscale gradient. Scroll to
the Gradient Ramp Parameters rollout. The Gradient ramp has three flags: one on
the right, one in the middle, and one on the left.
-
Double-click the flag on the right to display
the color selector. Change the color to black.
-
Without closing the color selector, click the
middle flag and change it to blue. Then close the color selector.
-
In the Noise group, set Amount to
1.0. Choose the
Fractal
option and set Size to
9.0.
-
Render the scene. A diffuse blue nebula
appears in the sky.
Add a streak to the nebula field:
-
Click twice near the center of the gradient,
on either side of the middle flag. Two more flags appear. (If you make too many
flags, right-click a flag and choose Delete.)
-
Double-click the middle flag and change its
color to a lighter blue.
-
Set the Noise Levels parameter to
6 to add more details to the streak.
-
-
Experiment with the gradient color, type and
noise parameters until you master the effect.
-
Save your work as
mymoonandstars.max.
Create a starry sky with a large sphere:
Another way to make stars is to create a
large sphere, invert its normals, and then apply a starfield bitmap to it.
-
Using the keyboard entry method, create a
very large sphere with a radius of about
1200.
(If you're not familiar with this method, open the Create panel and click
Sphere. Open the Keyboard Entry rollout and set Radius to
1200. Then click Create.)
-
-
Open the Modifier panel. From the Modifier
drop-down list, choose Object Space Modifiers > Normal.
-
In the Parameters rollout, turn on Flip
Normals, if it is not already on.
-
Open the Material Editor and click an unused
sample slot. Name the material
starry sky.
-
Click the Diffuse map button. In the
Material/Map Browser, choose Bitmap and click OK.
-
In the Select Bitmap Image File dialog,
choose
stars10.jpg and click OK. This is a large and detailed map, so it
may take a moment to load.
Note: You'll find this bitmap in the
tutorials/space folder.
-
Turn on Show Map In Viewport.
-
Click Go to Parent. On the Blinn Basic
Parameters rollout, set Self-Illumination to
100.
-
Drag the material onto the
skydome object and press
F9 to
render the scene. The stars from the map appear in the sky, replacing the
environment background map.
Brighten the stars:
-
Open the Maps rollout and click the Diffuse
Color map.
-
Open the Output rollout and set RGB Level to
2.0. To filter out the dimmer stars, set the
Output Amount to
1.2.
-
Press
F9 to render the
scene.
Save your work:
-
Save your work as
mymoonandstars2.max.
Human skin is difficult to simulate in computer graphics
because it reflects light from a short distance beneath the surface, rather than
directly at the surface. In this lesson, you'll learn how to use the Shellac
material to create a material that closely resembles skin.
The files for this lesson can be found in the
tutorials/intro_to_materials folder.
Set up the lesson:
-
Open the scene file
skin_material_start.max.
Create the skin material:
-
Open the Material Editor, and then click the
third sample slot on the top row.
This material is already applied to the head.
-
Click the Standard button, just above the
rollouts, and then in the Material/Map Browser, double-click Shellac.
Shellac is a special material that
superimposes one material over another so that you can see through the upper
material to the lower one. This capability is well suited to simulating human
skin.
-
On the Replace Material dialog that displays,
click OK to keep the old material as a sub-material.
-
Choose a map for the base skin material:
-
On the Shellac Basic Parameters rollout,
click the Base Material button.
-
Click the Show Map In Viewport
button to turn it on.
-
On the Blinn Basic Parameters rollout, click
the map button to the right of the Diffuse color swatch.
-
In the Material/Map Browser, double-click
Bitmap.
-
In the file selector dialog, choose the file
skin_tile.jpg.
-
Adjust the shading for the base skin material:
-
Click Go To Parent, and change the
Material’s shading type to Oren-Nayar-Blinn.
-
In the Oren-Nayar-Blinn Basic Parameters
rollout > Specular Highlights group, set Specular Level to
27 and the Glossiness to
11.
Apply bump mapping for the skin texture:
-
Expand the Maps rollout, and then drag the
Diffuse Color map button (labeled with the map number and the file name
skin_tile.jpg) to the Bump map button.
On the Copy (Instance) Map dialog, choose
Copy (if necessary), and then click OK.
-
Click the Bump map button to open the
parameters for the copied bitmap.
Set the tiling for bump mapping:
At the default tiling setting, the bump map
is a bit coarse; increasing the Tiling values gives the bumpiness a finer grain.
-
In the Coordinates rollout, enter
4.0 for both U and V Tiling values.
Adjust the amount of bump mapping:
-
Expand the Output rollout, and set the Bump
Amount to
1.86.
-
Click Go to Parent.
-
In the Maps rollout, change the Bump Amount
setting to
70.
Set up the Shellac material:
-
Click Go To Parent again, and in the
Shellac Basic Parameters rollout, click the Shellac Material button.
-
Change the shading type to Anisotropic.
-
Click the map button to the right of the
Diffuse color swatch.
-
In the Material/Map Browser, double-click
Bitmap.
-
Use the Select Bitmap Image File dialog to
open the file
skin_tile.jpg.
Set the tiling for the Shellac material map:
-
On the Coordinates rollout, enter
4.0 for both U and V Tiling values.
Adjust the specular highlights for the Shellac
material:
-
Click Go To Parent, and then click the
Specular color swatch.
-
In the Color Selector, change the color to a
light skin tone: Red:
250, Green:
224, Blue:
195, and
click Close.
-
In the Specular Highlight group, set Specular
Level to
131, Glossiness to
34, and Anisotropy to
40.
-
Click Go To Parent, and set Shellac Color
Blend to
24.
This gives the Shellac Material component a
small but significant role in the look of the composite material.
-
Save the scene as
skin_material.max
-
Render the Camera01 viewport to see the
result.
You've created a realistic-looking skin material. Try changing
the parameters and components and re-rendering to see how they affect the
material. In particular, try changing the Shellac Color Blend setting to blend
different amounts of the Shellac Material component into the overall material.
3ds Max offers a wealth of options for applying textures to
objects. You use the Material Editor for creating and modifying materials,
applying maps, and even adjusting mapping. Once a material is ready, you can
apply it to an object by dragging and dropping it from the Material Editor to
the object in the viewport. The Material Editor provides a number of different
shaders for achieving such effects as metal and translucency. The UVW Map
modifier lets you determine how materials and maps wrap around an object. One of
the most useful material types is Multi/Sub-Object, which lets you easily
combine different materials on a single object. Another way is to use a map such
as Checker, which gives you the option to apply two different maps in place of
the black and white checks. You can add modeling detail to your objects with
displacement mapping. The Shellac material is useful for simulating human skin,
as well as other materials.
This tutorial provided a starting point for learning about
materials, but the ultimate possibilities with 3ds Max materials are limited
only by your imagination. The time you spend practicing and experimenting with
the procedures you learned here will be rewarded by a greater proficiency with
the available tools, and the ability to get the effects you seek with ease and
speed.
No comments:
Post a Comment