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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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