Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITW
Max2015 ch09
1. 3ds Max 2015 Essentials
Chapter 9: Introduction to Materials
2. 3ds Max topics covered in this
chapter include the following:
• Navigate the Slate Material Editor
• Identify the Standard material
• Identify mental ray material
• Identify shaders
• Build materials for the couch
• Build materials for the lounge chair
• Build materials for the window
2
3. Navigate the Slate
Material Editor
• Central place to do all the material creation
and editing
• Assigning materials to objects 3
4. Identify the Standard Material
4
• Standard materials used for four-color model
to simulate a surface of a single color
reflecting many colors.
5. Identify the mental ray material
5
• There are several materials specifically for
use with the mental ray renderer.
• Arch & Design material for architectural
renderings.
6. Identifying Shaders
• Anisotropic
– Has properties that differ according to
direction.
• Metal
– Create a metallic effect with no
specular highlight.
• Blinn
– The default shader, a multi-purpose,
flexible shader.
6
7. Build materials for the couch
• A Material can
have just color or
a Map can be
added to create
a more realistic
look.
• You can add
materials and
add a Bump map
to create the
illusions of
texture.
• Mapping
Coordinates
allow you to
place bitmap
images on the
geometry
precisely
7
8. Build materials for
the lounge chair
• Cushion Material
has been applied
using the same
techniques as
with the Couch.
• Reflections
occurs when light
changes
direction as a
result of
bouncing off a
surface, like a
mirror.
8
9. Build materials for the window
• Multi/Sub-object Material
lets you assign different
materials at the sub-object
level so you just have to
apply the material and
identify the different parts.
• The numbers in the
Multi/Sub-object parameters
are Material ID’s. ID’s can
be created by selecting an
objects polygon and adding
a material.
9
10. Build materials for the window
• Multi/Sub-object Material
lets you assign different
materials at the sub-object
level so you just have to
apply the material and
identify the different parts.
• The numbers in the
Multi/Sub-object parameters
are Material ID’s. ID’s can
be created by selecting an
objects polygon and adding
a material.
9