Introduction to Materials Editing
Before you begin this section, and if you haven't already done so, you can read a brief overview of Materials Editing in the description of the 3ds max 6 Operations.
The Materials Editor is a window that allows you to control surface properties of objects you have modeled. These include color, texture, transparency and reflectivity.
This window contains a sample palette where, like a painter mixing colors before applying to a canvas, you can manipulate sample swatches until you are satisfied with them, before applying them to objects in the scene. Any changes you make to a swatch in this palette are automatically updated in objects in the viewports to which the material has been assigned.
You can also define materials through hierarchies of surface properties. For example, you might apply a label to an object which in turn has its own material properties. Surfaces can be either static or animated. An example of an animated material could be the flickering moving images on a TV screen.
Materials can be accessed from:
- the Material editor
- the scene
- an external collection of predesigned materials (material library)
The creation of realistic-looking materials requires a bit of trial and error. The following are sample settings for ten different materials, meant to be used as reference points for creating other materials.
* Shiny apple surface
*Checkerboard
*Cork
*Green glass
*Knife blade
*Knifehandle
*leaf
*Moon surface
*Orange surface
*wood
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