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Mastering
3D Studio MAX R3 |
We said earlier that colors and also sometimes maps could define materials.
Right now you are going to concentrate on the basics of materials, the
areas that define a material without using maps. Standard materials are
defined by what we call shaders. Shaders have a common set of parameters
and they also have there own specific set of parameters that help define
areas of a Standard material. There are seven different types of shaders
that you can choose from, each with its own special use.

Depending on shader type, you could have up to five different rollouts
to assist in creating a material of your choice: Basic Parameters, Extended
Parameters, Super Sampling, Maps, and Dynamic Properties. We will touch
on the Maps rollout later in this chapter. For now, just know that when
we choose a shader type to define our Standard material, a majority of
the settings in that particular shader can be found in the Maps rollout.
So be sure to look beyond the basic colors and settings to the maps you
can add.
Each shader has its own settings as well. First, lets go over the
common parameters found for each shader in Table 8.5. All of these parameters
are toggled either on or off. You are either using them or you are not.
Table 8.5: Shader Basic Parameters
Parameter
| Use
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Wire
| Renders the material in a wireframe mode
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Face Map
| Applies the material to each face of the
object
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2-Sided
| Applies the material on both sides of
the selected face
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Faceted
| Renders each face of an object flat, without
the shading that creates the illusion of smoothness
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Lets see how these parameters effect an object:
- 1. Reset MAX. Create a teapot in the perspective
view.
- 2. With the teapot object selected, open up the
Material Editor.
- 3. Apply the first material to your object and render
your scene.
- 4. Click Wire and render your scene again. Your
teapot now renders in a wireframe mode.
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| NOTE Dont trust how
the viewport portrays objects with materials; always render if you
want to see how they are actually going to look.
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- 5. Check the 2-Sided option and render the scene
again. You can now see the opposite sides of our object.
- 6. Uncheck 2-Sided and Wire and check the Faceted
box. Notice that the teapot looks the way it did originally, yet the
sample sphere in the Material Editor looks different.
- 7. Render the scene. Look at the difference in our
object. Its not nice and smooth like the original; its faceted.
This demonstrates why you must be aware of the difference between the
viewport and the render image.
Again, these four parameters are common to every shader.
Blinn Shader
The Blinn shader holds the most commonly used settings (you can see the
Blinn parameters in Figure 8.9). It works very well if you are trying
to achieve a round, subtle highlight. It is worth knowing that the older
Phong shader has the same settings as the Blinn. The only difference between
the two shaders are that the highlights when using the Blinn shader appear
much softer then they do with the Phong shader.
FIGURE
8.9 Blinn shader basic parameters
Table 8.6 explains each of the settings under the Blinn Basic Parameters
rollout. Many of these are common to more than one type of shader, so
well refer back to this table from time to time.
Table 8.6: BLINN SHADER PARAMETERS
Parameter
| Use
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Ambient
| Color of your object in shadow or indirect
light
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Diffuse
| Color of your object in direct light
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Specular
| Color of the highlight on a curved or
shiny surface; works in conjunction with the settings under Specular
Highlights.
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Specular Level
| Intensity of the specular highlightthe
higher the number, the more intense the highlight
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Glossiness
| Controls the size of the specular highlight
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Soften
| Softens the effect of the specular highlight
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Self-Illumination
| Allows you to replace the shadows on an
object with the Diffuse color (basically eliminates contrast in the
material)
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Opacity
| Allows you to set the transparency of
the material. When using Opacity, its a good idea to use the
Background button found on the Material Editor toolbar.
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A few background words about the lighting models that 3D Studio MAX usesthat
is, what do the Ambient, Diffuse, and Specular qualities mean?
A good way to experience what these abstract lighting qualities mean is
to play with changing these characteristics and see the effect on a sample
sphere in the Material Editor. Change the Specular Level and Glossiness,
too, to see the effect in a larger preview window. The shaders each mathematically
define what a material is differently. (Theres a real-world
history behind these mathematical calculations: several of the shaders
names are the names of the people who came up with the algorithms.)
Lets take a look at some of these settings by changing them and
seeing their results.
- 1. Create a teapot in the perspective view.
- 2. Apply Material #1 to it (this should be a reddish
color). Well change the red to a white.
- 3. Click the red color square next to the Diffuse
slot. This will bring up the Color Selector dialog box (see Figure 8.10).
FIGURE
8.10 This color picker comes up when you
click a color swatch in the Material Editor.
- 4. Experiment with changing the color values. Mix
the settings until you get a whitish color. Dont be afraid to
use the Reset button if you want to start over.
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| NOTE RGB stands for red,
green, and blue. Use this to mix the different levels of colors to
create a specific color. HSV stands for hue, saturation, and value.
Hue sets the color, saturation sets the intensity of that color, and
value sets the tint or brightness of the color. Each color system
can completely describe all colors; you can mix and match between
systems for convenience, however. You can also click in the color
field on the left side of the color picker to choose colors. (Theres
more detail on these color models in Chapter 10.)
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- 5. Your sample slot is now white, as is your teapot.
Render your scene.
© 2000, Frol (selection,
edition, publication)
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