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Mastering
3D Studio MAX R3 |
Creating
a Shellac Material
The Shellac material blends the colors of two sub-materials according
to the amount of light falling on the surface, and the amount that you
blend the materials together. In the Shellac Basic Parameters rollout,
Base Material is the starting color and Shellac Material is the material
that blends with the base. Shellac Color Blend controls the amount of
shellac that blends.
The shellac effect is demonstrated on a vase in Figure 9.17, where the
base material uses a Smoke map and the shellac material uses a Swirl map.
The base material shows through more strongly when light on the object
is more intense. As the surface gets darker, the shellac material becomes
stronger; it predominates in indirect light.
FIGURE
9.17 A vase mapped with a Shellac material
Shellac materials introduce subtle variations to a surface, not unlike
real shellac. Lets create a shellac material:
- 1. In the Material Editor, create a Shellac material
by clicking the Type button and selecting Shellac from the list of materials.
- 2. Click the Base Material button.
- 3. Create a material of any type for the base level
material.
- 4. Click Go to Parent or use the Material/Map Browser
to return to the top level of the material.
- 5. Click the Shellac Material button.
- 6. Create a material of any type for the shellac
material.
- 7. Return to the top level.
- 8. Set the amount that you want to blend the Shellac
into the base.
- 9. Render the scene.
New Materials Features
in Release 3
In Release 3 of MAX, the Material Editor has been completely revamped,
with some powerful additions. In Chapter 8 we discussed the new Anisotropic
and Multi-Layer shaders, for example, which give us precise control over
the shape and orientation of the specular highlight in order to simulate
things like brushed metals or to create exaggerated highlights for special
effects. We also now have extensive control over the output of a particular
map, as well as three new supersampling methods for improving anti-aliasing.
Altering
Map Outputs
If you check Enable Color Map under the Output rollout for any map, you
can access the output curve for the map, as shown in Figure 9.18. This
allows you to adjust the contrast and color of the map, as it applies
to that particular map usage, without changing any of the actual pixels
of the map. This is equivalent to taking a single map into Photoshop,
adding different adjustment layers to change its curves for different
purposes, and telling MAX which adjustment layer to apply to which particular
use of the mapall without opening Photoshop! It is tremendously
powerful.
The tools for adjusting the output curve are all tools we have seen before
in other contexts: Move Point, Scale Point (moves vertically), Add Point
(corner or Bezier), and Delete Point. The X icon resets the curve to where
you started. If you check RGB, you can set curves for the red, green,
and blue channels. The R, G, and B buttons toggle on and off the curve
for their respective channels. If you check Mono, you can work just on
the grayscale value, to change contrast.
FIGURE
9.18 Output curve for a map.
Using this tool, you could use the same map in several levels of a material,
applying one version of the map with the highlights emphasized to the
Specular level, for example; a different, high-contrast version of the
map to the Bump slot; and another version of the map with the color desaturated
to the Diffuse slotwithout touching a pixel of your map or having
to save a single new map file. You could even apply yet another version
of the map with the color balance shifted to the environment background.
Supersampling
Aliasing is the jagged edges you see in computer graphics due to a smooth
edge being described by square pixels. Anti-aliasing makes the edges appear
smoother by calculating intermediate pixel values along the edges. MAX
calculates anti-aliasing in several levels: shadows are anti-aliased,
for example, as are ray-trace reflections, texture maps, and specular
highlights. The supersampler, if turned on in the SuperSampling rollout
of a material (Figure 9.19), adds another anti-aliasing pass to calculate
the best solution for each pixel and relay this information to the renderer.
FIGURE
9.19 The SuperSampling rollout.
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| NOTE All supersamplers
turned on in the SuperSampling rollouts of materials are subject to
the control in the Rendering dialog box. We will discuss global supersampling
in Chapter 11.
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If Enable Sampler is not checked, a pixels color is determined
by the center of the area of the scene that it represents, often resulting
in aliasing. A supersampler looks at a pixel and takes samples, at a sub-pixel
level, of the area of the scene that the pixel represents. Higher sampling
rates can mean higher quality anti-aliasing, but they also mean much longer
rendering times. Because of this, some supersamplers are adaptive, meaning
they only take the extra samples when it is really necessary to improve
the anti-aliasing.
MAX 2.5 Star
In MAX R2.5, we only had one supersampling method available: what is
now called MAX 2.5 Star in the SuperSampling rollout. This supersampler
takes five samples, including the center of the pixel and four samples
around it, and averages them together. It is not adaptive, and the regular
sampling pattern can lead to aliasing problems.
Adaptive Uniform
Like MAX 2.5 Star, the Adaptive Uniform supersampler takes samples in
a regular pattern, but the pattern is skewed to improve the anti-aliasing.
Adaptive Uniform takes between 4 and 36 samples. It will use the lower
sampling rate as long as the change in the pixels is less than the specified
threshold. Above that threshold, it will use a higher rate, based on the
Quality setting.
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| TIP With either
of the Adaptive supersamplers, dont ever uncheck Adaptive. If
youre still getting aliasing, try lowering the threshold instead.
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Hammersley
The Hammersley supersampler takes between 4 and 40 samples that are randomized
on the Y axis. Irregular sampling patterns like this can lead to fewer
aliasing problems. The sampling rate is based on the Quality setting and
is not adaptive, so this rate is applied to all pixels.
Adaptive Halton
The Adaptive Halton supersampler offers the best of both worlds: an irregular
sample pattern and an adaptive sampling rate. It takes between 4 and 40
samples per pixel. The sampling pattern is randomized along both the X
and Y axes, and the higher sampling rate determined by the Quality setting
is only used when needed.
Supersampling with Raytrace Materials
Dont do it, OK? Raytrace maps and materials already calculate their
own supersampling, with settings in the Global Parameters dialog box we
mentioned earlier in this chapter. If you also check Enable Sampler in
the SuperSampling rollout, the material will be supersampled twice, greatly
increasing render time. If you are using a Raytrace map in a material
that is having aliasing problems somewhere else, such as in the Bump map,
you might want to enable supersampling on the material level. In general,
leave it off.
© 2000, Frol (selection,
edition, publication)
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