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Chapter 16: Creating and Applying Standard Materials



                   Cross-Ref
                   Find out more about maps in Chapter 17, “Adding Material Details with Maps.” n

                           Dynamic Properties rollout
                           The properties in the Dynamic Properties rollout, including Bounce Coefficient, Static Friction, and Sliding
                           Friction, are used along with the Dynamics utility in simulations. These properties define how the object is
                           animated during collisions. If these properties are not specified for an object, then the default material set-
                           tings, which are similar to steel, are used.

                   Caution
                   These dynamic properties are used only with the Dynamic utility. reactor is a more versatile and robust dynamics
                   solution, making these properties obsolete; they are included only for backward compatibility. n

                           DirectX Manager rollout
                           The DirectX Manager rollout lets you display the current material in the viewport as a DirectX shader when
                           the DX Display of Standard Material option is enabled. The current material also can be saved as an .fx
                           material file. Many game engines render using DirectX, so this option lets you view your materials in the
                           viewport as they will appear within the game.

                   Caution
                   The DirectX Manager rollout appears only when the Direct3D display driver is selected. n
                           At the bottom of the DirectX Manager rollout is a drop-down list for selecting to use the available DirectX
                           shaders. The two available DirectX shaders are LightMap and Metal Bump 9. These shaders are generic, so
                           they can be used on many different types of objects. The Light Map shader includes a parameter for loading
                           a custom light map, and the Metal Bump 9 shader includes parameters for specifying two texture maps;
                           specularity; and normal, bump, and reflection maps.
                           mental ray connection rollout
                           The mental ray connection rollout includes options for enabling different properties that are used by the
                           mental ray rendering engine. The properties include Surface and Shadow Shaders, Photon and Photon
                           Volume, and Extended Shaders and Advanced Shaders, including Contour and Light Map.

                   Cross-Ref
                   The mental ray rendering engine and its properties are covered in Chapter 47, “Rendering with mental ray.” n

                           Tutorial: Coloring a dolphin
                           As a quick example of applying materials, you’ll take a dolphin model created by Zygote Media and position
                           it over a watery plane. You then apply custom materials to both objects.
                           To add materials to a dolphin, follow these steps:
                               1. Open the Dolphin.max file from the Chap 16 directory on the DVD.
                                  This file contains a simple plane object and a dolphin mesh.



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           24_617779-ch16.indd   463                                                                     6/30/10   4:24 PM
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