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Part IV: Materials, Cameras, and Lighting Basics



                      FIGURE 18.4
                    A quilt composed of patches and colored using the Multi/Sub-Object material


































                           Morpher
                           The Morpher material type works with the Morpher modifier to change materials as an object morphs. For
                           example, you can associate a blushing effect with light red applied to the cheeks of a facial expression to
                           show embarrassment. You can use this material only on an object that has the Morpher modifier in its
                           Stack. The Morpher modifier includes a button called Assign New Material in the Global Parameters rollout
                           for loading the Material Editor with the Morpher material type.
                    Cross-Ref
                    Discover more about the Morpher modifier in Chapter 34, “Using Animation Layers, Modifiers, and Complex
                    Controllers.” n
                           For the Morpher material, the Choose Morph Object button in the Morpher Basic Parameters rollout lets
                           you pick a morpher object in the viewports and then open a dialog box used to bind the Morpher material
                           to an object with the Morpher modifier applied. The Refresh button updates all the channels. The base
                           material is the material used before any channel effects are used.
                           The Morpher material includes 100 channels that correlate to the channels included in the Morpher modi-
                           fier. Each channel can be turned on and off. At the bottom of the parameters rollout are three Mixing
                           Calculation options that can be used to determine how often the blending is calculated. The Always setting
                           can consume lots of memory and can slow down the system. Other options are When Rendering and Never
                           Calculate.


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