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Part IV: Materials, Cameras, and Lighting Basics



                           Chapter 45, “Working with Advanced Lighting, Light Tracing, and Radiosity,” the raytracing and various
                           mental ray material settings are covered in detail in Chapter 47, “Rendering with mental ray,” and the
                           XRef material is covered in Chapter 24, “Building Complex Scenes with Containers and XRefs and Using
                           Asset Tracking.” n

                           Blend
                           The Blend material blends two separate materials on a surface. The Blend Basic Parameters rollout, shown
                           in Figure 18.1, includes separate nodes for each of the two submaterials. The check boxes to the right of
                           these buttons enable or disable each submaterial. The Interactive option enables you to select one of the
                           submaterials to be viewed in the viewports.
                           The Mask button (which appears below the two submaterial buttons) lets you load a map to specify how
                           the submaterials are mixed. Gray areas on the map are well blended, white areas show Material 1, and black
                           areas show Material 2. As an alternative to a mask, the Mix Amount determines how much of each subma-
                           terial to display. A value of 0 displays only Material 1, and a value of 100 displays only Material 2. This
                           value can be animated, allowing an object to gradually change between materials.


                      FIGURE 18.1
                    The Blend material can include a mask to define the areas that are blended.
































                           The Mixing curve defines the transition between edges of the two materials. The Upper and Lower spinners
                           help you control the curve.




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