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Part IV: Materials, Cameras, and Lighting Basics
Cross-Ref
You can learn more about compositing and the Video Post interface in Bonus Chapter 4 on the DVD,
“Compositing with Render Elements and the Video Post Interface.” n
Double Sided
The Double Sided material specifies different materials for the front and back of object faces. You also have
an option to make the material translucent. This material is for objects that have holes in their surface.
Typically, objects with surface holes do not appear correctly because only the surfaces with normals point-
ing outward are visible. Applying the Double Sided material shows the interior and exterior of such an
object.
The Double Sided Basic Parameters rollout includes two buttons, one for the Facing material and one for
the Back material. The Translucency value sets how much of one material shows through the other.
Multi/Sub-Object
You can use the Multi/Sub-Object material to assign several different materials to a single object via the
material IDs. You can use the Mesh or Poly Select modifier to select each subobject area to receive the dif-
ferent materials.
At the top of the Multi/Sub-Object Basic Parameters rollout, shown in Figure 18.3, is a Set Number button
that lets you select the number of subobject materials to include. This number is displayed in a text field to
the left of the button. Each submaterial is displayed as a separate area on the sample object in the sample
slots. Using the Add and Delete buttons, you can selectively add or delete submaterials from the list.
Tip
You can set the number of materials that are included by default in the Multi/Sub-Object material using the
Options ➪ Preferences dialog box. Nodes for each material are also included by default when a Multi/Sub-Object
material node is created, but you can ensure that no extra material nodes are included by enabling the Empty Sub-
Material Slots option in the Preferences dialog box. n
Each submaterial includes a sample preview of the submaterial and an index number listed to the left, a
Name field where you can type the name of the submaterial, a button for selecting the material, a color
swatch for creating solid color materials, and a check box for enabling or disabling the submaterial. You can
sort the submaterials by clicking the ID, Name, or Sub-Material buttons at the top of each column.
After you apply a Multi/Sub-Object material to an object, convert the object to an Editable Mesh or Poly or
use the Mesh or Poly Select modifier to make a subobject selection and match the Material IDs in the
Surface Properties rollout to the material for the subobject selection. In the Material section for this subob-
ject selection, choose a material ID to associate with a submaterial ID or select the material by name from
the drop-down list.
Tutorial: Creating a patchwork quilt
When I think of patches, I think of a 3D Max object type, but for many people, “patches” instead bring to
mind small scraps of cloth used to make a quilt. Because they share the same name, this example uses Max
patches to create a quilt. You can then use the Multi/Sub-Object material to color the various patches
appropriately.
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