Creating and Applying Standard Materials


Using standard materials

Learning the various shaders

Exploring the Material rollouts

Applying materials to scene objects

Now that you've learned the basic material properties and acquainted yourself with the Material Editor and the Material/Map Browser, this chapter gives you a chance to create some simple original materials and apply them to objects in the scene. The simplest material is based on the Standard material type, which is the default material type.

Using the Standard Material

Standard materials are the default Max material type. They provide a single, uniform color determined by the Ambient, Diffuse, Specular, and Filter color swatches. Standard materials can use any one of several different shaders. Shaders are algorithms used to compute how the material should look, given its parameters.

Standard materials have parameters for controlling highlights, opacity, and self-illumination. They also include many other parameters sprinkled throughout many different rollouts. With all the various rollouts, even a standard material has an infinite number of possibilities.

Using Shading Types

Max includes several different shader types. These shaders are all available in a drop-down list in the Shader Basic Parameters rollout at the top of the Parameter Editor panel in the Slate Material Editor. The Slate Material Editor is opened using the Rendering Material Editor Slate Material Editor menu command or by ...

Get 3ds Max® 2012 Bible now with O’Reilly online learning.

O’Reilly members experience live online training, plus books, videos, and digital content from 200+ publishers.