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3ds Max 2018 - Clear all material slots? My company just moved up to 2018 from 2013. In older versions of max, in the compact material editor, you could click on UtilitiesReset Material Editor Slots, which would remove all of the materials from the slots, and leave you with a clean slate of grey materials.
*How To Make More Material Slots In 3ds Max Walkthrough
*How To Make More Material Slots In 3ds Max Download
*How To Make More Material Slots In 3ds Max 3
*How To Make More Material Slots In 3ds Max Free
*How To Make More Material Slots In 3ds Max Online
*Material Map Slots Explanation. When creating materials, all texture files loaded need to be in.dds format. To open the Material browser, press “M” on your keyboard within 3ds Max. Change “Blinn” to “Phong” under Shader Basic Parameters (See Fig 3).
*And sample slots are very useful because that means that you don’t need to worry about whether a node exists in the view or whether it exists in the scene. It will always get stored in your 3ds Max file, kind of like a material library. So let’s see how it works. The first thing I’ll do is just create an object in the scene.< Blender 3D: Noob to ProThe latest reviewed version was checked on 11 July 2019. There is 1 pending change awaiting review.previous module:
’Quickie Material’• Table of Contents
• Glossarynext module:
’Metal Versus Plastic’The finished render.
In this module, you’ll create a beach ball with two alternating colours. Along the way, you’ll learn how to apply multiple materials to a single object.
Many real-life objects have parts which are different colours, or are even made of different materials. One way to model such objects is to make each part a separate Blender object. However, Blender also allows you to assign different materials to parts of a single object.Set the Scene[edit]
Begin by opening Blender and removing the default cube.
Now create a mesh for the beach ball:
*With the 3D View window active, press Shift + A ) and choose Add → Mesh → UV Sphere.
*Expand the ’Add UV Sphere’ panel in the bottom left of the screen, then specify 8 segments and 4 rings.The initial result will be crude, but meshes with fewer vertices are easier to edit.
Make the mesh rounder and more organic using automatic subdivision:
*In the ’Properties’ editor, select the ’Modifiers’ context (wrench icon).
*Select ’Add Modifier’ and click Generate → Subdivision Surface.
*For the number of subdivisions, set both the ’View’ and ’Render’ count to 2.
Get rid of that blocky look:
*Ensure you’re in Object Mode.
*Click the object button at the top of the viewport.
*Select ’Shade Smooth’ from the list of options.
The ball is now round, but a bit prolate. To make it more spherical, scale it by about 1.1 along the X and Y axes. To select the X-Y plane, you select ′notZ′, by using the key combination Shift + Z . The complete sequence is, then, S , Shift + Z , 1.1 .Colorize Time[edit]
Now you’re ready to begin adding colors to the object:
*Press Tab to put Blender into Edit mode.
*In the Properties editor, select the ’Material’ button .
*Press ’+ New’.A new material appears in the material slot list, and several additional panels appear below to edit the created material.
*In the ’Surface’ panel, click on the default white base color and change it to a nice yellow.At this point, the entire ball is yellow.
In the ’Materials’ panel click the ’+’ button (indicated by the red box in the picture, below) next to the material slot list to create a new blank slot.The ’+ New’ button will reappear (indicated by the blue box, in the picture below).
Click the ’+ New’ button and a new material will be created and assigned the empty slot in the materials slot list.Ensure that the new material is selected, then change the base color to blue. Nothing will happen to the beach ball, yet.
Now make a single blue stripe on the ball:
*All the vertices should still be selected from before; make sure the 3D view is active, then hit Alt + A to deselect them.
*Switch to front view with NUM1 , and to ’Face Select’ mode by selecting the face select button. Which is to the left of the ’view’ button in the top left of the viewport.
*Select a column of four faces that will make up one stripe of the beach ball (using SHIFT + LMB , or SHIFT + RMB depending on your selection key, on each face):
*In the ’Material’ property window, select the blue material slot in the list, then click the ’Assign’ button.
Rotate the view (e.g. NUM6 ) so you can skip past a yellow stripe adjacent to the blue stripe, and select the second column that will become a blue stripe. Work your way around the ball to do this three more times. (Remember we made the sphere with 8 segments; four of these are yellow, and four are blue).
Now you see the benefit of making a sphere with only 4 rings: more rings would have meant more faces in each stripe, and more clicking to select them.
For help with rendering your beach ball, see our Noob to Pro/Render Settings and Noob to Pro/Quickie Renderprevious module:
’Quickie Material’• Table of Contents
• Glossarynext module:
’Metal Versus Plastic’Retrieved from ’https://en.wikibooks.org/w/index.php?title=Blender_3D:_Noob_to_Pro/Multiple_Materials_Per_Object&oldid=3657251
Our Exporter for 3ds Max 32 bit for Sirikata is designed to take the object and shader set up from 3D Studio Max directly into Sirikata and maintain the Material settings and properties. Users of other 3D packages such as Maya, XSI, etc, can model, UV Map (up to 3 UV sets), export the mesh using Collada, and import the mesh into 3ds Max. Assuming the user has their mesh in 3ds Max, we have provided this workflow document to guide users in the creation of Materials in 3ds Max. Users can then take their 3D meshes specifically optimized for Sirikata, and export them using the provided plugin.
*4Sirikata Material TypesMaterial Map Slots Explanation
When creating materials, all texture files loaded need to be in .dds format. To open the Material browser, press “M” on your keyboard within 3ds Max. Change “Blinn” to “Phong” under Shader Basic Parameters (See Fig 3). Under the Phong Basic Parameters click on the small square gray box to the right of the word Diffuse (and to the right of the gray color picker rectangular box). Select Bitmap and navigate to the texture map you want. Below are all of the maps to use, accessed under the “Maps” dropdown menu.
Diffuse Color: Your Diffuse map goes here. This Map slot has the most versatility for combining multiple Color Maps, Dirt Maps, separate Ambient Occlusion Maps, and so on. Detailed Material creation combinations are covered later.
*Select Bitmap for the Diffuse Color.
Ambient Occlusion: (NEEDS CLARIFICATION)
*Select RGB Multiply for the Diffuse Color.
*Color #1 is always the Ambient Occlusion Map (which is Multiplied just as one would do in Photoshop)
*Color #2 can be:
*The Diffuse Color Map #1, loaded as a Bitmap, RGB Multiply, Composite, or Mix
Specular Color: (NEEDS CLARIFICATION)RGB Spec Map goes here.
Glossiness: (NEEDS CLARIFICATION)
*Experimental, may not have its own map
Self Illumination: Leave at 100%. This is for your Glow Map. Note you must also turn on Phong Basic Parameters > Self-Illumination > Check Color > Change the color picker to pure White
*If no Diffuse Color Map, then embed the Alpha in this slot.
*Filter Color: Check this on and it will be the HDRI Glow Map, it is Self Illumination/Filter Color amount. Actual Glow amount = a percent of Filed of View in Sirikata
Opacity: Alpha Channels:
*Check it on, but this map is only needed to display properly in Max
*If it has an Alpha, it must match the Diffuse Texture Map in the Diffuse Color slot, and the Opacity slot must use the same Diffuse Texture Map
*Will be thrown out
Bump: Both the Normal Map and Bump Map go into this slot. Select Normal Bump, and enter the Bump Map under Additional Bump, place the Normal Map under the Normal slot
*Tangent Space
*Extra Expensive with Dirt Channel & CruftHow To Make More Material Slots In 3ds Max Walkthrough
Reflection: Enter the Environment cube Map in this slot, good for large interiors.There is very little cost when rendering in-engine.Steps for Creating and Assigning a Material
*Create either a Standard Mat, and if needed a Multi/Sub-Object Material (See Fig 5).
*Standard
*Under Shader Basic Parameters, change from Blinn to Phong.
*Multi/Sub-Object
*Click on the Standard material type, and change to Multi/Sub-Object by double clicking it from the menu.
*Discard the old material, and Set Number for the number of materials you want on the object. You can always change this later. Name each Sub-Material (this can be different than the actual Sub-Material name)
*Create the individual materials in new material slots. Be sure to name each one as you go. Drag and drop each new material into the correct Sub-Material Slot and choose Instance each time. This allows one to organize and work on the materials individually or through the single Multi/Sub-Object interface.
Left: A Standard material, with the shader changed from Blinn to Phong (a required step). Right: The Multi/Sub-Object dialogs. All necessary buttons have been highlighted:How To Make More Material Slots In 3ds Max DownloadError creating thumbnail: Unable to save thumbnail to destination

Hard Rules for Materials Creation
*Maximum Maps per Material is 10
*The maximum number of unique texture maps on any material is 10
*Match the Diffuse and Specular Maps in order, Material Type, and UV Set #’s
*The structure of the Maps in the Diffuse (after the AO RGB Multiply) and Spec should be the same.
*Provide Example Here
*The AO alpha channel will always be applied to the 2nd material
*Except the Normal
*One Bump Map Allowed
*The Bump map is by far the most expensive texture map to use (only if you have more than one UV set)
*Never try to use more than one, and if a Bump doesn’t provide enough effect, do not use it at all.
*Map #2 for all materials must have matching UV Sets
*UV Set #2 and #3 should be upright (perpendicular)
*Tiling UV Set #2 should usually be upright (not rotated) and scaled to the correct Units (Determined by the size of your materials and the objects that are sharing those same materials). Most tileable textures are designed to tile in the upright position. If one makes a texture that runs parallel to the ground, then consult with the art team before completion.
*This should also keep normals aligned to the tangent space.
*Maximum of 3 UV Sets
*Multiple UV Channels (up to 3)
*Alpha Channels (Making Masks)
*To make your Texture Map use and Alpha it must have the following radio buttons checked un the Bitmap Parameters dialog
*Mono Channel Output: Radio on for Alpha
*RGB Channel Out: Radio on for Alpha as Gray
*Alpha Source: Radio on for Image Alpha
*Check on Premultiplied Alpha
*To make a texture with an Alpha do the following:
*Load your texture with the alpha channel into the Opacity slot under Maps, check it on, and make sure it is 100 for the Amount
*The texture one uses for the Opacity slot must be the same map used in the first Diffuse Color slot.
*They must also use the same UV Set.
*If your Material is 1-Sided (only visible from one side), it will not count as a new Material
*If your Material is 2-Sided (only visible from one side), it will as a new Material. Check the Make 2-Sided (See Fig 3) box under Shader Basic Parameters.
*Only 3 of the following Maps can be used on a given material:
*Glow
*3rd Spec
*3rd Diffuse
*2nd Normal
*Reflection
*Addtionally, only 2 of the following maps can be used on a given material:
*Glow
*3rd Spec
*Reflection
*Specular Color can’t have more maps than in Diffuse Color
*Cost Considerations
*Little Glow & AO
Each new UV Set is another Multiple for the cost of a bumpSirikata Material TypesBASIC MATERIAL
*AO
*Fill in with white .dds
*Glow
*Black .dds
*Self Illumination
*One Color, UV Set 1
*One Specular, UV Set 1
*One Normal Bump
*One Normal, UV Set 1
*One Bump, UV Set 1
Limitations: This material cannot use Ambient Occlusion, glow, reflection, environment, or grunge maps.BASIC MATERIAL, no Bump
*AO
*Fill in with white .dds
*Glow
*Black .dds
*Self Illumination
*One Color, UV Set 1
*One Specular, UV Set 1
*One Normal Bump
*One Normal, UV Set 1
Limitations: This material cannot use Ambient Occlusion, glow, reflection, environment, or grunge maps.)SINGLE DIFFUSE, Max DetailHow To Make More Material Slots In 3ds Max 3
One Diffuse with Ambient Occlusion and Grunge and Additional Normal on UV Set 1
DIFFUSE COLORHow To Make More Material Slots In 3ds Max Free
SPECULAR COLOR
BUMP NormBumpSINGLE DIFFUSE, less detailed, using the Mix material for the Normal maps (NOT DONE YET)
One Diffuse with Ambient Occlusion and Grunge and Additional Normal on UV Set 1
DIFFUSE COLOR
RBG Multiply
Color 2 Grunge UV Set 3SPECULAR COLOR
BUMPTWO DIFFUSE, using the Mix material
Two Diffuse Maps (Diffuse Map 2 is masked off by the alpha channel of the AO map) with Ambient Occlusion and Grunge and Additional Normal on UV Set 1
DIFFUSE COLOR
Color 1 Diffuse 1 UV Set 2 Color 2 Diffuse 2 UV Set 2 Mix Amount AO UV Set 1
SPECULAR COLOR
Color 1 Spec 1 UV Set 2 Color 2 Spec 2 UV Set 2 Mix Amount AO UV Set 1
BUMP
CAN WE NormBumpTHREE DIFFUSE, using the Composite Material
Three Diffuse Maps (Diffuse Map 2 one is masked off by the alpha channel of the AO map, and Diffuse 3 has its own Premultiplied alpha) with Ambient Occlusion and NO Grunge and Additional Normal on UV Set 1How To Make More Material Slots In 3ds Max Online
DIFFUSE COLOR
SPECULAR COLOR
BUMP Retrieved from ’http://www.sirikata.com/wiki/index.php?title=Material_Creation_in_3ds_Max_9&oldid=351
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