3D Studio Max (3dsmax) is a 3D modeling, animation, and rendering tool. It is owned by Autodesk, an United States (San Rafael, California) based company. More information about 3D Studio Max can be found at: http://www.autodesk.com/3dsmax/ Note: A free 30 days trial version can be downloaded from the Autodesk site. Some 3D Studio Max forums:
Quick guides
Materials. Information The information below is based on 3D Studio Max 7. Procedure Apply a material to an object
- Open the Material Editor or press M-key.
- Select a sample slot .
Sample slots displays previews of materials. To increase the number of sample slots visible at once, right-click a slot and then choose n X m Sample Windows from the pop-up menu. An active slot has a white outline. A sample slot will have small triangles in their corners when it represent a material that has been applied to an object in the scene. A sample slot will have small white triangles in their corners when it represent a material that has been applied to an object in the scene and the object is currently selected.
- Enter a descriptive name in the box for the material you are about to design.
- The 'Standard' button next to the box indicates that the Standard material type is being used. If you want to change this, press this button and the Material/Map Browser is displayed.
Material type | Description | Advanced Lighting Override | Used to fine-tune the effects of a material on Advanced Lighting, including light tracing and radiosity solutions. Radiosity Override is not required for calculating advanced lighting, but it can enhance the result. | Architectural | Architectural material are physical properties, so it provides the greatest possible realism when used with photometric lights and radiosity. | Blend | Mixes two other materials together. Can use a mask or a simple amount control. | Composite | Mixes up to 10 materials. | Double Sided | Contains two materials, one for the front and one for the back faces of an object. | Ink 'n Paint | Creates cartoon effects with flat shading and 'inked' borders. | Lightscape Mtl | Supports import and export of data from the Lightscape product. | Matte/Shadow | Displays the environment but receives shadows. This is a special-purpose material. The effect is similar to using a matte in filmmaking. | Morpher | Lets you morph between materials using the Morpher modifier. | Multi/Sub-Object | Lets you apply multiple sub-materials to a single object's sub-objects. | Raytrace | Supports the same kind of diffuse mapping as Standard material, but also provides fully raytraced reflections and refractions, along with other effects such as fluorescence. | Shell Material | Contains a material that has been rendered to a texture, as well as the original material upon which the texture is based. | Shellac | Mixes two materials by applying a 'shellac' material to another. | Standard | Is the default material in the Material Editor sample slots.
| Top/Bottom | Contains two materials, one for faces that point upward, the other for faces that point downward. Standard materials let you set a material's color components, and other components such as glossiness or opacity. They also let you apply maps to the components, which can give you an enormous variety of effects. Some other material types have these features as well. Some, like multi/sub-object or double-sided, only have controls for combining other materials. |
- This quick guide will only explain the usage of Standard material which you will probably use most often. Press Cancel button if the Material/Map Browser is displayed.
- Goto the Shader Basic Parameters rollout and open the drop down list. Choose the type of shader to use with a Standard material. In this quick guide the Blinn shader is used.
There are several different shaders. Some are named for what they do; others are named for their creators. These are the basic material shaders:
Shading type | Description | Anisotropic | For surfaces with elliptical, 'anisotropic' highlights. These highlights are good for modeling hair, glass, or brushed metal. | Blinn | Creates smooth surfaces with some shininess; a general-purpose shader. | Metal | For metallic surfaces. | Multi-Layer | Creates more complex highlights than Anisotropic by layering two anisotropic highlights. Not available for Raytrace material. | Oren-Nayar-Blinn | Creates good matte surfaces such as fabric or terra-cotta; similar to Blinn. | Phong | Creates smooth surfaces with some shininess; similar to Blinn, but doesn't handle highlights (especially glancing highlights) as well. | Strauss | Creates both nonmetallic and metallic surfaces; has a simple set of controls. Not available for Raytrace material. | Translucent Shader | Translucent shading is similar to Blinn shading, but it also lets you specify translucency, where light is scattered as it passes through the material. You can use translucency to simulate frosted and etched glass. Not available for the Raytrace material. |
Note: Shaders can only be selected if you choose the Standard or Raytrace material type.
- Goto the Blinn Basic Parameters rollout which contains controls that let you set the color of your material.
A Standard material type has three color controls. By changing these, the surface reflective properties is changed.
Color controls | Description | Ambient color | Ambient color is the color what the object reflects when illuminated by ambient light rather than direct light. Note: The object is in the shadow. | Diffuse color | Diffuse is the color of the object in direct daylight or artificial light that makes the object easy to see. | Specular color | Specular is the color of shiny highlights. The highlights are reflections of the lights that illuminate the surface. For a naturalistic effect, set the specular color to the same color as the key light source, or make it a high-value, low-saturation version of the diffuse color. For a matte effect, making the material appear less shiny, set the specular color to match the diffuse color. Some shaders generate the specular color, rather than letting you choose it. |
Some guidelines for choosing color realism. Color component | Lightning | Direct sunlight | Interior lightning | Spotlight | General | Ambient color | Deep dark purple with a hint of the diffuse color (=object's color). | Same hue as the diffuse color (=object's color), but with a darker value. | Very dark value of the spotlight color's compementary hue mixed with a bit of the diffuse color (=object's color). | Diffuse color | to be determined. | to be determined. | to be determined. | Specular color | Match the sunlight color. | Close to white. | Match the spotlight color. | Glosiness | to be determined. | to be determined. | to be determined. | Natural Material (e.g.: leaf, fish scale) | Ambient color | Deep dark purple with a hint of the diffuse color (=object's color). | Same hue as the diffuse color (=object's color), but with a darker value. | Very dark value of the spotlight color's compementary hue mixed with a bit of the diffuse color (=object's color). | Diffuse color | Use the object's color | Use the object's color | Use the object's color | Specular color | Same hue as the diffuse, but with a higher value and a lower saturation. If material is shiny, set color closer to the lighting color. | Same hue as the diffuse, but with a higher value and a lower saturation. If material is shiny, set color closer to the lighting color. | Same hue as the diffuse, but with a higher value and a lower saturation. If material is shiny, set color closer to the lighting color. | Glosiness | Set the Glossiness to a low value. If material is shiny, set Glossiness to higher value. | Set the Glossiness to a low value. If material is shiny, set Glossiness to higher value. | Set the Glossiness to a low value. If material is shiny, set Glossiness to higher value. | Manufactured Material (e.g.: plastic, porcelain) | Ambient color | Deep dark purple with a hint of the diffuse color (=object's color). | Same hue as the diffuse color (=object's color), but with a darker value. | Very dark value of the spotlight color's compementary hue mixed with a bit of the diffuse color (=object's color). | Diffuse color | Use the object's color. | Use the object's color. | Use the object's color. | Specular color | Make the specular color close to white, or to the color of the light source. White is especially characteristic of plastic materials. | Make the specular color close to white, or to the color of the light source. White is especially characteristic of plastic materials. | Make the specular color close to white, or to the color of the light source. White is especially characteristic of plastic materials. | Glosiness | Set the glossiness to a high value. | Set the glossiness to a high value. | Set the glossiness to a high value. |
- The ambient color can only be seen, if you change the following:
- Select menu Rendering > Environments
- Select Environment tab.
- In the Common Paramters rollover, select Ambient color swatch.
- Change the color to light gray and press Close button.
- Press Quick Render (F9 key) to see the effect.
- Assign maps to the components you want to map, and adjust their parameters. The images you assign to materials are called maps.
- Apply the material to the object.
- If necessary, adjust the UV mapping coordinates in order to orient maps with objects correctly.
- Save the material
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Website -https://twitte. If I could batch swap different channels, say specular level or normal, or metalness (IOR) map slots, with diffuse map slot it could solve a lot of problems and save a lot of time. Texture bakers are more for movie stuff or high to low poly stuff than texture atlas'ing stuff, this would help make render to texture useful for texture atlas.
< Blender 3D: Noob to ProThe latest reviewed version was checked on 11 July 2019. There is 1 pending change awaiting review.
previous module: 'Quickie Material' | • Table of Contents • Glossary | next module: 'Metal Versus Plastic' |
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The finished render.
In this module, you'll create a beach ball with two alternating colours. Along the way, you'll learn how to apply multiple materials to a single object.
Many real-life objects have parts which are different colours, or are even made of different materials. One way to model such objects is to make each part a separate Blender object. However, Blender also allows you to assign different materials to parts of a single object.
Set the Scene[edit]
Begin by opening Blender and removing the default cube.
Now create a mesh for the beach ball:
- With the 3D View window active, press Shift + A ) and choose Add → Mesh → UV Sphere.
- Expand the 'Add UV Sphere' panel in the bottom left of the screen, then specify 8 segments and 4 rings.
- The initial result will be crude, but meshes with fewer vertices are easier to edit.
Make the mesh rounder and more organic using automatic subdivision:
- In the 'Properties' editor, select the 'Modifiers' context (wrench icon).
- Select 'Add Modifier' and click Generate → Subdivision Surface.
- For the number of subdivisions, set both the 'View' and 'Render' count to 2.
Get rid of that blocky look:
- Ensure you're in Object Mode.
- Click the object button at the top of the viewport.
- Select 'Shade Smooth' from the list of options.
The ball is now round, but a bit prolate. To make it more spherical, scale it by about 1.1 along the X and Y axes. To select the X-Y plane, you select ′notZ′, by using the key combination Shift + Z . The complete sequence is, then, S , Shift + Z , 1.1 .
Colorize Time[edit]
Now you're ready to begin adding colors to the object:
- Press Tab to put Blender into Edit mode.
- In the Properties editor, select the 'Material' button .
- Press '+ New'.
- A new material appears in the material slot list, and several additional panels appear below to edit the created material.
- In the 'Surface' panel, click on the default white base color and change it to a nice yellow.
- At this point, the entire ball is yellow.
In the 'Materials' panel click the '+' button (indicated by the red box in the picture, below) next to the material slot list to create a new blank slot.The '+ New' button will reappear (indicated by the blue box, in the picture below).
How To Make More Material Slots In 3ds Max Online
Click the '+ New' button and a new material will be created and assigned the empty slot in the materials slot list.Ensure that the new material is selected, then change the base color to blue. Nothing will happen to the beach ball, yet.
Now make a single blue stripe on the ball:
- All the vertices should still be selected from before; make sure the 3D view is active, then hit Alt + A to deselect them.
- Switch to front view with NUM1 , and to 'Face Select' mode by selecting the face select button. Which is to the left of the 'view' button in the top left of the viewport.
- Select a column of four faces that will make up one stripe of the beach ball (using SHIFT + LMB , or SHIFT + RMB depending on your selection key, on each face):
- In the 'Material' property window, select the blue material slot in the list, then click the 'Assign' button.
Rotate the view (e.g. NUM6 ) so you can skip past a yellow stripe adjacent to the blue stripe, and select the second column that will become a blue stripe. Work your way around the ball to do this three more times. (Remember we made the sphere with 8 segments; four of these are yellow, and four are blue).
Now you see the benefit of making a sphere with only 4 rings: more rings would have meant more faces in each stripe, and more clicking to select them.
How To Make More Material Slots In 3ds Max Free
For help with rendering your beach ball, see our Noob to Pro/Render Settings and Noob to Pro/Quickie Render
previous module: 'Quickie Material' | • Table of Contents • Glossary | next module: 'Metal Versus Plastic' |
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How To Make More Material Slots In 3ds Max 4
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