How To Create More Material Slots 3ds Max

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  1. How To Create More Material Slots 3ds Max Free
  2. How To Make More Material Slots In 3ds Max
  3. How To Create More Material Slots 3ds Max Games
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In this final lesson, you will assign a material identification number to each polygon in the model. You can then use these ID numbers to assign materials to specific parts of the model.

Set up the lesson:

From material to object. Hi, im trying to do an almost simple script to create a scene from a material library. So thats what i whant to acheive: 1- user load a material library or.max files as the material editor allows. 2- for every material on the material library that was loaded, create a sphere, rename it with the name of the material. Paul Hatton gets to grips with the most essential shortcut keys in 3ds Max – speed up your workflow and make more time for your creations! Improving your 3ds Max workflow – previous chapters: Better modeling workflow Handling massive scenes 3ds Max animation tools Organic placement using MassFx An introduction to Particle Flow Adding natural movement with the Flex modifier Getting the most. In 3ds Max, open either the Compact Material Editor or Slate and go to the Sample Sphere slots. (In the following example, the Compact Material Editor is shown in 3ds Max 2021, with 24 Physical sample materials loaded.). Open kf40501.max; Select Box01; Open the Material Editor, select the Bricks material in the sample windows and Assign Material to Selection; Modify Panel Modifier List UVW Map modifier; Uncheck Parameters Mapping Real-World Mapsize; This applies a UVW Map Modifier to the box and enables the use of a number of parameters: Top of page.

  • Continue working from the previous lesson or open building2_sloping_roof.max.

Check the default Material ID:

  1. Select the Tower object, maximize the Front viewport and click (Zoom Extents Selected). Make sure the view is in Wireframe mode.
  2. On the Modify panel Selection rollout, activate (Polygon), then press Ctrl+A to select all the polygons in the Tower object.
  3. On the Modify panel, scroll down to the Polygon: Material IDs rollout, and verify that Set ID has a value of 1.

    At this point, if you were to assign a material to the Tower object, all its polygons would receive the same material, because they all have the same material ID number.

Assign a new Material ID to the glazing:

  1. Click anywhere outside the Tower object to deselect the polygons.
  2. Zoom in to the upper section of the tower and begin to Ctrl+click the polygons that represent the glazing in the cylinder, as shown in the next illustration.

    Start your selection by clicking outside the tower and dragging right, across all the glazing polygons. Starting your selection outside the tower ensures that all glazing polygons on the other side of the Tower object are also selected.

  3. Zoom out and continue to Ctrl+click all the glazing in the lower floors, using the same selection technique described in the previous step. Be sure to include the glazing polygons in the bottom cylinder. The result is shown in the next illustration.
  4. On the Polygon: Material IDs rollout, click the Set ID spinner up-arrow once, to change the value to 2.

    Now you can assign the Tower object two different materials.

Apply materials to the tower:

  1. On the Polygon: Material IDs rollout Select ID spinner, type 1, then click Select ID.

    All the material 1 polygons are now selected.

  2. On the main toolbar, choose the button for the Compact Material Editor.
  3. In the sample slots, locate the Concrete material. Click the slot to make the material active, and then click (Assign Material To Selection).

    3ds Max applies the Concrete material to all polygons that have ID 1 assigned to them.

  4. On the Polygons: Material IDs rollout, change the Select ID value to 2, then click Select ID.
  5. In the Material Editor sample slots, locate the Glass material, and click the slot to make the material active. Then click (Assign Material To Selection).

    3ds Max applies the Glass material to all polygons that have ID 2 assigned to them.

  6. Close the Compact Material Editor.
  7. On the Selection rollout, click (Polygon) to exit the Polygon sub-object level.

Render the scene:

  1. Adjust the Perspective viewport so that the two tower models are clearly visible, then click (Render Production) to view the result.

    Your rendered image should look something like this:

More

Save your work:

  • Save the scene as my_building2_completed.max.

How To Create More Material Slots 3ds Max Free

Summary

How To Make More Material Slots In 3ds Max

This tutorial introduced you to the concept of Boolean operations and how they can be used to produce complex shapes from simple geometry. You also learned some polygon editing techniques, and how to apply materials to multiple surfaces by assigning material ID numbers to different sets of polygons.

How To Create More Material Slots 3ds Max Games

3D Studio Max (3dsmax) is a 3D modeling, animation, and rendering tool.
It is owned by Autodesk, an United States (San Rafael, California) based company.
More information about 3D Studio Max can be found at: http://www.autodesk.com/3dsmax/
Note: A free 30 days trial version can be downloaded from the Autodesk site.
Some 3D Studio Max forums:

Quick guides


Materials.


Information
The information below is based on 3D Studio Max 7.
Procedure
Apply a material to an object
  1. Open the Material Editor or press M-key.
  2. Select a sample slot .
    Sample slots displays previews of materials. To increase the number of sample slots visible at once, right-click a slot and then choose n X m Sample Windows from the pop-up menu.
    An active slot has a white outline.
    A sample slot will have small triangles in their corners when it represent a material that has been applied to an object in the scene.
    A sample slot will have small white triangles in their corners when it represent a material that has been applied to an object in the scene and the object is currently selected.
  3. Enter a descriptive name in the box for the material you are about to design.
  4. The 'Standard' button next to the box indicates that the Standard material type is being used. If you want to change this, press this button and the Material/Map Browser is displayed.
    Material typeDescription
    Advanced Lighting Override Used to fine-tune the effects of a material on Advanced Lighting, including light tracing and radiosity solutions. Radiosity Override is not required for calculating advanced lighting, but it can enhance the result.
    Architectural Architectural material are physical properties, so it provides the greatest possible realism when used with photometric lights and radiosity.
    Blend Mixes two other materials together. Can use a mask or a simple amount control.
    Composite Mixes up to 10 materials.
    Double Sided Contains two materials, one for the front and one for the back faces of an object.
    Ink 'n Paint Creates cartoon effects with flat shading and 'inked' borders.
    Lightscape Mtl Supports import and export of data from the Lightscape product.
    Matte/Shadow Displays the environment but receives shadows. This is a special-purpose material. The effect is similar to using a matte in filmmaking.
    Morpher Lets you morph between materials using the Morpher modifier.
    Multi/Sub-Object Lets you apply multiple sub-materials to a single object's sub-objects.
    Raytrace Supports the same kind of diffuse mapping as Standard material, but also provides fully raytraced reflections and refractions, along with other effects such as fluorescence.
    Shell Material Contains a material that has been rendered to a texture, as well as the original material upon which the texture is based.
    Shellac Mixes two materials by applying a 'shellac' material to another.
    Standard Is the default material in the Material Editor sample slots.
    Top/Bottom Contains two materials, one for faces that point upward, the other for faces that point downward. Standard materials let you set a material's color components, and other components such as glossiness or opacity. They also let you apply maps to the components, which can give you an enormous variety of effects. Some other material types have these features as well. Some, like multi/sub-object or double-sided, only have controls for combining other materials.

  5. This quick guide will only explain the usage of Standard material which you will probably use most often. Press Cancel button if the Material/Map Browser is displayed.
  6. Goto the Shader Basic Parameters rollout and open the drop down list. Choose the type of shader to use with a Standard material. In this quick guide the Blinn shader is used.
    There are several different shaders. Some are named for what they do; others are named for their creators. These are the basic material shaders:
    Shading typeDescription
    Anisotropic For surfaces with elliptical, 'anisotropic' highlights. These highlights are good for modeling hair, glass, or brushed metal.
    Blinn Creates smooth surfaces with some shininess; a general-purpose shader.
    Metal For metallic surfaces.
    Multi-Layer Creates more complex highlights than Anisotropic by layering two anisotropic highlights.
    Not available for Raytrace material.
    Oren-Nayar-Blinn Creates good matte surfaces such as fabric or terra-cotta; similar to Blinn.
    Phong Creates smooth surfaces with some shininess; similar to Blinn, but doesn't handle highlights (especially glancing highlights) as well.
    Strauss Creates both nonmetallic and metallic surfaces; has a simple set of controls.
    Not available for Raytrace material.
    Translucent Shader Translucent shading is similar to Blinn shading, but it also lets you specify translucency, where light is scattered as it passes through the material. You can use translucency to simulate frosted and etched glass.
    Not available for the Raytrace material.

    Note: Shaders can only be selected if you choose the Standard or Raytrace material type.

  7. Goto the Blinn Basic Parameters rollout which contains controls that let you set the color of your material.
    A Standard material type has three color controls. By changing these, the surface reflective properties is changed.
    Color controlsDescription
    Ambient color Ambient color is the color what the object reflects when illuminated by ambient light rather than direct light.
    Note: The object is in the shadow.
    Diffuse color Diffuse is the color of the object in direct daylight or artificial light that makes the object easy to see.
    Specular color Specular is the color of shiny highlights. The highlights are reflections of the lights that illuminate the surface.
    For a naturalistic effect, set the specular color to the same color as the key light source, or make it a high-value, low-saturation version of the diffuse color.
    For a matte effect, making the material appear less shiny, set the specular color to match the diffuse color.
    Some shaders generate the specular color, rather than letting you choose it.

    Some guidelines for choosing color realism.
    Color componentLightning
    Direct sunlightInterior lightningSpotlight
    General
    Ambient colorDeep dark purple with a hint of the diffuse color (=object's color).Same hue as the diffuse color (=object's color), but with a darker value.Very dark value of the spotlight color's compementary hue mixed with a bit of the diffuse color (=object's color).
    Diffuse colorto be determined.to be determined.to be determined.
    Specular colorMatch the sunlight color.Close to white.Match the spotlight color.
    Glosinessto be determined.to be determined.to be determined.
    Natural Material (e.g.: leaf, fish scale)
    Ambient colorDeep dark purple with a hint of the diffuse color (=object's color).Same hue as the diffuse color (=object's color), but with a darker value.Very dark value of the spotlight color's compementary hue mixed with a bit of the diffuse color (=object's color).
    Diffuse colorUse the object's colorUse the object's colorUse the object's color
    Specular colorSame hue as the diffuse, but with a higher value and a lower saturation.
    If material is shiny, set color closer to the lighting color.
    Same hue as the diffuse, but with a higher value and a lower saturation.
    If material is shiny, set color closer to the lighting color.
    Same hue as the diffuse, but with a higher value and a lower saturation.
    If material is shiny, set color closer to the lighting color.
    GlosinessSet the Glossiness to a low value.
    If material is shiny, set Glossiness to higher value.
    Set the Glossiness to a low value.
    If material is shiny, set Glossiness to higher value.
    Set the Glossiness to a low value.
    If material is shiny, set Glossiness to higher value.
    Manufactured Material (e.g.: plastic, porcelain)
    Ambient colorDeep dark purple with a hint of the diffuse color (=object's color).Same hue as the diffuse color (=object's color), but with a darker value.Very dark value of the spotlight color's compementary hue mixed with a bit of the diffuse color (=object's color).
    Diffuse colorUse the object's color.Use the object's color.Use the object's color.
    Specular colorMake the specular color close to white, or to the color of the light source. White is especially characteristic of plastic materials. Make the specular color close to white, or to the color of the light source. White is especially characteristic of plastic materials. Make the specular color close to white, or to the color of the light source. White is especially characteristic of plastic materials.
    GlosinessSet the glossiness to a high value.Set the glossiness to a high value.Set the glossiness to a high value.

  8. The ambient color can only be seen, if you change the following:
    • Select menu Rendering > Environments
    • Select Environment tab.
    • In the Common Paramters rollover, select Ambient color swatch.
    • Change the color to light gray and press Close button.
    • Press Quick Render (F9 key) to see the effect.
  9. Assign maps to the components you want to map, and adjust their parameters. The images you assign to materials are called maps.
  10. Apply the material to the object.
  11. If necessary, adjust the UV mapping coordinates in order to orient maps with objects correctly.
  12. Save the material