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CHAPTER
Creating Compound
Materials and Using
Material Modifiers
ow that you’ve learned to create materials using the Standard material
type, you get a chance to see the variety of material types that you can IN THIS CHAPTER
Ncreate in Max. You can select all the various Max materials from the
Material/Map Browser. Open this browser automatically by selecting Creating and using compound
Rendering ➪ Material/Map Browser. materials
Although many of these materials are called compound materials, they are really Using material IDs to apply
just collections of materials that work together as one. Just like a mesh object can multiple materials
include multiple elements, materials also can be made up of several materials. Working with material
Using material IDs, you can apply multiple materials to the subobject selections
of a single mesh object. The chapter concludes with a quick look at the various modifiers
modifiers that are applied to materials. Displacing surface with a
bitmap
Using Compound Materials
Compound materials combine several different materials into one. You select a
compound object type by double-clicking the material type from the Material/
Map Browser. Most of the entries in the Material/Map Browser are compound
objects.
Compound materials usually include several different levels. For example, a Top/
Bottom material includes a separate material for the top and the bottom. Each of
these submaterials can then include another Top/Bottom material, and so on.
The links between these different submaterials are clearly visible in the View
Node panel.
Each compound material includes a customized rollout in the Parameter Editor
for specifying the submaterials associated with the compound material.
Cross-Ref
Some of the material types work closely with specific objects and other Max
features. These materials are covered in their respective chapters. The
Advanced Lighting Override and Lightscape materials are presented in
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