The Material EditorMaterials, which you create and modify through the Materials Editor, control how light interacts with an object's surface. Since this chapter assumes that you've already gone through all the basic 3ds max 7 tutorials included with the program and are familiar with most 3ds max features, I'll provide only a brief overview of the Material Editor. The Material Editor for 3ds max 7 (Figure 10.1) hasn't changed substantially since the release of 3D Studio MAX R1 back in the spring of 1996. This isn't necessarily a criticism, because the original design of the Material Editor was extremely advanced for its time and gave users the ability to create complex layered textures with relative ease. In short, it's aged pretty well, although there's always room for improvement. Figure 10.1. The 3ds max 7 Material Editor (default settings).This figure shows the default settings of the Material Editor when you first open it, using the Material Editor icon on the Main toolbar. An array of buttons on the right side of the menu enables you to change the material sample sphere display optionssample type (sphere, cylinder, and box), the lighting on the sample objects (backlight on or off), the background display of the sample objects (useful when working with translucent materials), and so on. Double-clicking a sample sphere window opens a larger, floating version of the sample for closer inspection of the texture. Right-clicking the sample sphere area also brings up a menu where you can display more texture sample windows3 by 2, 5 by 3, or 6 by 4. Although the maximum number of material samples you can show in the Material Editor at one time is 24, remember that you're not limited to only 24 materials in your scene! Create new materials in the Material Editor (and apply them in your scene) by clicking any sample sphere, clicking the Material Editor X icon (which resets your Map/Material to the default settings), and then checking "Affect only mtl/map in the editor slot." This clears the material slot. Name this new material whatever you like and alter its parameters and maps as needed. Resetting your Map/Material to the default settings enables you to create new materials for your scene, even if all your Material Editor slots are currently filled. Figure 10.2 shows the Map Reset dialog. Figure 10.2. The Map Reset dialog.Shader TypesThe first materials component item we'll look at in the Material Editor is the shader type. (A shader determines global aspects of how a surface will render.) The initial shader type forms the backbone of all Standard materials you create in 3ds max 7. At the top of the Material Editor is the Shader Basic Parameters rollout, which contains a drop-down list of different shader types. The default shader is Blinn (named after James Blinn, one of the pioneers of computer graphics rendering). Blinn works well in many situations, but if you click the drop-down list you can choose from other shader types, including these:
Many third-party plug-in shaders are available for free download or purchase to supplement the core 3ds max 7 shader options. Material TypesThe second major component of 3ds max 7 Materials is the actual material type. The default material type is Standard. Clicking the Material Type button brings up the Material/Map Browser (Figure 10.3), which lets you pick additional types. Figure 10.3. The Material/Map Browser allows you to change from your Standard 3ds max material to other custom materials.The core 3ds max materials (that is, materials not specific to mental ray) are these:
Now that you've seen the basic shader and material types, let's take a look at 3ds max 7's huge variety of map types. Map Types and ExamplesThere are two main map types in 3ds max 7 (and pretty much every other 3D program): bitmaps and procedural maps. Bitmaps consist of single still images in typical image file formats such as .jpg, .tif, .tga, and .bmp, or image sequences applied to create animated surface effects. They can be created from scratch using a paint program such as Adobe Photoshop or Corel Painter, imported from scanned print or digital photos, digitized from video, created as a rendering from an existing 3D scene, or crafted using a combination of any of these techniques. For the most photorealistic results, it's better to use as many real-world textures in your scene as possible. For example, if you're depicting a wooden tabletop with scratches, dings, and dents, an actual photo of a wooden tabletop (along with a separate Bump map for the surface imperfections) will invariably look better than a map you've painted from scratch (unless you're an absolutely amazing 2D artist). The inherent flaws and idiosyncrasies of real-world images are tough to duplicate in digital artwork, so going back to nature is the obvious solution. Examples of such textures are shown in Figure 10.4. Figure 10.4. Real-world bitmap images are almost always better than hand-painted textures for producing realistic 3D surfaces.Procedural maps are purely mathematical creationsalgorithms that generate surface effects. They range from standard, bread-and-butter Noise functions that "rough up" any surface to custom effects such as electricity, water surfaces, fantasy patterns, and so on. You can often use combinations of procedural and bitmap textures to produce more varied effects in your scene. One thing to remember: Bitmaps are 2D in nature and can be thought of as paint on the surface of your 3D objects, while procedurals are 3D in nature and "permeate" the entirety of your object. Keep this essential difference in mind as you plan future experiments in texturing. Max's Map TypesHere is the list of 3ds max 7 standard map types (Figure 10.5):
Figure 10.5. 3ds max 7 offers a large variety of map types.In the next chapter, you'll learn how to make your own custom textures using a combination of bitmaps and procedural textures. We'll also discuss modifying and improving existing bitmap textures for 3D rendering. Dancing About ArchitectureThere's a saying that "writing about music is like dancing about architecture." The same could be said about text descriptions of colorful CG texturesthey're uninformative at best, misleading at worst. It's much better to see the images up close and personal so you can figure out what they do. Without further ado, let's look at all the shader, material, and map types, all at once.
This file, by 3D artist Peter Clay of discreet's Quality Engineering (software testing) department, includes samples of every shader, material, and map type that is not specific to mental ray. Each type is clearly labeled and accompanied by its own appropriately mapped Sphere object. If you go to the Command panel > Display tab and uncheck the Cameras box, you'll also see that there is a close-up camera for each sample sphere, as well as a moving camera that pans past every sphere during the course of 100 frames. If you're unfamiliar with what any shader, material, or map does in 3ds max 7, use this scene as a quick reference. |