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Mastering
3D Studio MAX R3 |
PART IV
Materials and Lighting
CHAPTER 8
Basic Materials
FEATURING
- Understanding CG Shading
- Applying Mapping Coordinates
- Mastering the Material Editor
- Understanding Common Material Types
- Learning Map Types
This chapter will provide examples and guidance in
creating materials as well as an overview of the Material Editor and a
quick start guide to using it. Materials make your scene come to life;
they can make a plain, boring scene into a interesting, lifelike scene.
Take video games as an example. Video games are typically very low-polygon-count
(low-poly) models, meaning there is not a lot of detail in
the models. What makes them so believable and interesting are the materials
that are placed on the meshesmaterials like brick, stone, and wood,
just to name a few.
Until now, we have taken for granted the fact that we can see surfaces
in shaded viewports and in the final render. You will discover in this
chapter that there are almost limitless possibilities for coloring and
texturing these surfaces within MAX using materials in the Material Editor.
But first were going to back up a little and consider what a surface
really is in computer graphics (CG), and how MAX interprets the coloring,
or shading, of a surface.
Understanding CG Shading
A CG surface is defined by polygons. (Even patch and NURBS surfaces are
converted to polygons for viewport and final rendering; thus we have the
surface step and tessellation controls to determine how the conversion
to polygons should be calculated.) A polygon is defined by its vertices.
The order in which the vertices are named determines its surface normal,
the vector that determines which side of the polygon is the front. Unless
you apply a special material that shades both sides, only the front of
the polygon is shaded. Keep in mind, though, that a surface in a wireframe
viewport is still a surface. The difference between seeing nothing between
the edges of a polygon and seeing what we interpret as a surface comes
entirely from how the polygon is shaded. Lets explore this a little.
Create a sphere and uncheck Smooth in the Parameters rollout. You see
an object that looks like the one shown below, faceted rather than smooth.
You can see every segment of your sphere.

The oldest type of CG shading, available as Facets in the
viewport renderer settings, is similar to this, except it lacks highlights.
If we turn Smooth back on, our sphere still has the same number of segments,
but it now appears smooth. This is because the viewport renderer (when
set to Smooth or Smooth+Highlights) calculates the shading to simulate
a smooth surface. The sphere is still faceted, but the colors of the corresponding
pixels are interpolated between the vertices, blending across the polygon
to make it appear rounded and smooth. This was the advancement from faceted
shading made by Henri Gouraud.
The next advancement in shading was the specular highlight. Bui-Tuong
Phong came up with the idea of interpolating the vertex normal between
vertices, so that the value of each pixel could be calculated independently,
thus allowing for specular highlights and reflections.
A version of Gouraud shading is still used in the viewport, and Phong
shading is still available in the Material Editor. We will look at other
shading algorithms (called shaders in MAX), as well as how these
are applied by MAXs materials, later in this chapter.
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| NOTE What MAX calls a material,
some other 3D programs call a shader. You can get around
the confusion by simply remembering what a material is doing: determining
how an object will be shaded. In MAX, a shader is the algorithm
employed by the material.
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Applying Mapping
Coordinates
We dont always want our polygons to be shaded to look like smooth
surfaces of a single color, however. We want to be able tell MAX to superimpose
other arrangements of colors onto the shading that makes the polygon look
smootharrangements of colors that we can define. The next step in
shading geometry, therefore, is applying these arrangements, called maps.
Maps are projected onto geometry, using mapping coordinates that tell
MAX how to assign the map. Primitives are assigned default mapping coordinates.
Lofts can be assigned mapping coordinates in their Surface Parameters
rollout by checking Apply Mapping.
You can tell whether an object is missing mapping coordinates in two
ways: 1) You go to a map level of your material and check the Show End
Result button, but still dont see the map in the viewport. 2) When
you render, you get the Missing Map Coordinates warning. If you need to
change how mapping is applied, you must use the UVW Map or Unwrap
UVW modifiers. The actual application of maps through materials in the
Material Editor is covered later in this chapter.

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| TIP Detailed mapping work
is crucial when creating low-poly models. Good mapping can cover for
a lot of missing geometry.
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Using UVW Map to Change Mapping
If you collapsed your object to an editable mesh without checking Generate
Mapping Coordinates in the Parameters rollout beforehand, or if you want
to use a different mapping projection, you need to apply the UVW Map modifier.
This modifier offers the same options of Planar (same as screen), Spherical,
Cylindrical, and Shrinkwrap projection that we will see again later in
environment mapping. Box projection applies a copy of the map to each
side of a box; Face projection applies a copy of the map to each face
of the object. The mapping gizmo can be moved and rotated to change the
placement of the map.
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| NOTE Plug-ins such as Instant
UV can give you more projection options.
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In addition to controls over the tiling of the map, the modifier gives
you up to 99 mapping channels for applying more than one set of mapping
coordinates with the same gizmo, as well as various alignment options
at the bottom of the Parameters rollout. The X, Y, and Z radio buttons
allow you to choose the axis of alignment. Fit moves and scales the gizmo
to best fit the object. Bitmap Fit allows you to choose a bitmap file
with an aspect ratio you want the mapping gizmo to match (usually the
bitmap you will be applying). View Align aligns the gizmo to the active
viewport. Center aligns the gizmo to the center of the object. Normal
Align allows you to drag over the normal to which you want the mapping
aligned. Region Fit allows you to drag out a region of a viewport where
you want the gizmo to be fit. Acquire allows you to pick another object
with mapping you want the gizmo to match.

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| TIP Mapping changes made
with the UVW Map and Unwrap UVW modifiers can be understood by VRML
exports, while changes to tiling and offset in the Material Editor
cannot. VRML only supports one mapping channel, however.
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© 2000, Frol (selection,
edition, publication)
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