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3ds Max 2015 Essentials
Chapter 9: Introduction to Materials
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
Navigate the Slate
Material Editor
• Central place to do all the material creation
and editing
• Assigning materials to objects 3
Identify the Standard Material
4
• Standard materials used for four-color model
to simulate a surface of a single color
reflecting many colors.
Identify the mental ray material
5
• There are several materials specifically for
use with the mental ray renderer.
• Arch & Design material for architectural
renderings.
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
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
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
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
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

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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