Templates Rollout
 
 
 
Command entry: Material Editor Arch & Design Material Templates rollout
NoteThe Arch & Design material works only with the mental ray renderer, so in order to see it represented accurately in the sample slots, you must first set mental ray to render in the Material Editor. For details, see Assign Renderer Rollout.

Provides access to Arch & Design material presets for quickly creating different types of materials such as wood, glass, and metal.

You can also use templates as starting points for generating customized materials. Choose a template from the drop-down list; a description of the material then appears in the left-hand pane.

Interface

Appearance & Attributes

Matte Finish

Changes the material to an ideal Lambertian (diffuse) shading without affecting colors or maps.

Pearl Finish

Creates soft blurry reflections without affecting colors or maps.

Glossy Finish

Creates strong reflections without affecting colors or maps.

Finishes

Satin Varnished Wood

Satin-finish wood with light blurred reflections.

Glossy Varnished Wood

Gloss-finish wood with strong reflections slightly blurred.

Rough Concrete

Concrete finished with a brush or broom, giving a very rough appearance.

Polished Concrete

Polished concrete with slightly blurred glossy reflections.

Glazed Ceramic

Glazed ceramic with glossy reflections.

Glazed Ceramic Tiles

Glazed tiles and grout with glossy reflections.

Glossy Plastic

Plastic with glossy reflections.

Matte Plastic

Plastic with a matte, rough finish.

Masonry

Brick material with bumps and extremely soft reflectivity.

Rubber

Dark rubber with soft reflectivity.

Leather

Dark brown leather with soft reflectivity.

Transparent Materials

Glass (Thin Geometry)

Glass for window panes modeled as single faces. Does not do any refraction.

Glass (Solid Geometry)

Refracting glass for solid objects. Requires entry and exit surfaces with oriented normals.

Glass (Physical)

Refracting glass for solid objects with attenuation of light inside volumes. For best results, requires caustics or segmented ray-traced shadows.

Frosted Glass (Physical)

Frosted glass for solid objects with attenuation of light inside volumes. Interpolates blurred transparency for faster renderings.

Translucent Plastic Film, Light Blur

Translucent plastic modeled as single faces. Performs a light blur on transparency.

Translucent Plastic Film, Opalescent

Translucent plastic modeled as single faces. Performs a strong blur on transparency, wich opalescent effect.

Water, Reflective surface

Water surface for rivers, oceans, and so on. Captures reflections, but the water itself is not transparent.

Metals

Chrome

Highly reflective chrome surface.

Brushed Metal

Brushed metallic surface. The grain of the brushed finish is created by a noise map modulating the reflection.

Satined Metal

Satined metallic surface showing a uniform spread for the reflections.

Copper

Copper material.

Patterned Copper

Copper material with procedural brush patterns.

Advanced Tools

Enable Details Enhancement

Turns on ambient occlusion to enhance small details and create “connecting” shadows.

Disable Details Enhancement

Turns off ambient occlusion for the material.

See Also