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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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