To
manage an objects materials we should
not be satisfied with the slots, they
are just there to allow us to edit them.
A further step is necessary to use the
material libraries.
A
material library is a *.mat file,
and in them we can record hundreds
the materials.
That
makes it possible to constitute reusable
material libraries from other *.max
files.
Click
on the icon Get Material.
The
window Material Browser appears.
By
default max saves a material library,
into a 3dsmax.mat in the Matlibs directory.
To create your own library, within the
framework use Browse From and select
Scene.
Only
one material exists for the moment,
it is the Colors material created
previously.
Select
Scene in the Browse From: Palette
then Click Save As, to save our working
Scenes Mat file with a name of your
choice.
It
is good practice to associate a library
with a project so as not to confuse
its use with the other *.max files.
Although
we can still use these
materials in any other scene.
Select
the Mtl Library.
To charge your library Open your premade
*Mat file.
Note
that we can amalgamate several libraries
with Merge.
Let
us create another material in the slot
on right-hand side.
Click on the square opposite Diffuse.
Material/Map
Browser appears, click Checker.
Here we will use the procedural texture
of checker.
A
procedural texture is a texture generated
mathematically by max and avoids having
to use a bitmap file for example.
Within
the Coordinates framework, change
Tiling (repetition of the image) to
10 for both U and V.
The
checker now repeats 10 times on the
object.
Go
up a level in Material Editor, by clicking
the Go to Parent icon.
This returns us to the top level of
our material.
Within
the Maps framework, the Channels Diffuses
Color has the Checker texture assigned.
Name
the material checker
It should be noted that the channels
Diffuse Color is now also a material
(a sub-material of the material checker),
and we can name them as needed etc.
For the needs of legibility all the
screen captures of textures are at
Color Self-Illum 25%.
This is not needed for you own work.
To
put this new material in our library,
click on the Put to Library icon.
Max
requires a new name, but we can leave
the name as is, namely checker
It is good practice to give explicit
names to materials, this avoids confusion.
We can then come back to a scene a
few months later and remember what
we were doing back then.
If you open the Material/Map Browser,
you will see your new material there.
By
changing the view as shown opposite
(uncheck the Root Only option) we can
see the tree structure of our materials.
The levels of tree structure can be
very complex and Material/Map Browser
makes it possible for them to be found
quickly.
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Return
on Material Editor, select the "colors"
slot material then click on the yellow
Sub Material.
Make a drag and drop of the Checker
material from the Material/Map Browser
on the framework opposite to the Diffuse
map like above.
That makes it possible to quickly copy
a material to the Sub-Material of another
slot.
Repeat
the same operation on the other Sub
Materials.
To
move from one Sub Material to another,
use the icon Go Forward.
Change
the white color of each checker to the
originals diffuse color.
Name
each Sub-Material in the same way
that you would a Standard Material.
It
should be noted that we can add another
name in the Name column.
We
will now apply mapping coordinates to
the object.
The
mapping coordinates indicate to max
how a bitmap texture or 2d procedural
(in this case Checker) is projected
on an object.
(a
3d procedural texture such as Noise
do not need mapping coordinates because
they are made from a calculation,
a function in 3d space and are independent
of the object itself).
By
default an object does not have mapping
coordinates, it is necessary to define
how to cover an object.
In the case of a very simple object
like a primitive Cube or Sphere, the
standard projection of coordinates
(also called mapping) covers the object
perfectly.
In
the case of a complex object such
&as we have here we need several
projections of these coordinates.