So far, preview renderings
of the scene have shown simple color tones. To give an object a
more interesting and more realistic look, you need to apply a material
to it. Material attributes give an object its color and describe
what type of surface the object has. By adjusting material attributes,
you can make a surface look hard and shiny like a billiard ball or
soft and bumpy like a piece of cloth made of wool. To create materials,
you use the Material Editor.
Set up the scene:
- Continue from your previous scene, or
go to the \scenes\interoperability\AutoCAD\ folder
and open the file wt_floor.max.
Create a material for the walls and ceiling:
- On the main toolbar, click (Material Editor) to open the
Slate Material Editor.
TipIf you open the Compact
Material Editor instead, you can change to the Slate interface by
choosing Modes
Slate
Material Editor.
NoteThe scene wt_floor.max has been set up to
use the mental ray renderer: This is necessary to see the mental
ray materials in the Material/Map Browser panel at the left side
of the Slate Material Editor.
- Drag an Autodesk Wall Paint material
entry from the Material/Map Browser (Materials mental ray group) into the active View at
the center of the Slate Material Editor.
3ds Max Design displays a
node for this material type in the active View.
- Double-click the Wall Paint material
node.
3ds Max Design displays the
Wall Paint material parameters in the Parameter Editor at the right
side of the Slate Material Editor.
NoteThe Autodesk Materials
are based on the Arch & Design material, but with simplified
controls based on real-world material attributes. Autodesk Materials
are compatible with AutoCAD, Autodesk Revit, and Autodesk Inventor.
- Change the name of the material to Wall
Ceiling Material.
As you change the name
in the Parameter editor, the name updates in the title bar of the
node display, as well.
- On the Parameter Editor Wall Paint rollout, click the color swatch.
3ds Max Design opens a Color Selector.
- In the Color Selector, assign these values
to the color:
Now the paint color is a pale yellow.
- Click OK to close the Color Selector.
Leave the paint Finish
set to Flat/Matte and the Application set to Roller.
Apply the material to the walls and ceiling:
- On the 3ds Max Design main toolbar, click (Select By Name) to display
a Select From Scene dialog. In the list, click and Ctrl+click to select the wall and
ceiling objects, and then click OK.
- On the Slate Material Editor toolbar,
click (Assign Material To Selection).
3ds Max Design applies the material to the selected objects.
NoteThe material preview
in the title bar of the material node now shows white triangles
in each corner: These indicate that the material is being used in
the scene.
Create a material for the floor:
The floor material is
slightly more complex: You will use a map to display a wooden floor
effect.
- Move the Wall Ceiling Material material
node to the upper-left corner of the active View.
TipIf you remove a material
node from the active View and want to edit the material later, you
can get it by using the
(Pick Material From Object)
tool. You can also find the material in the Material/Map Browser
Scene Materials group,
which always includes all materials used in the scene.
- Drag an Autodesk Hardwood entry from
the Material/Map Browser to the active View. (This is also in the
Materials mental
ray group.)
The Autodesk Hardwood
material has two bitmaps built into it. In the Slate Material Editor,
click (Zoom Extents) to see the main material node and the two bitmap
nodes.
You will use the first
bitmap, which contains the wood grain texture. You won’t use the
second bitmap.
WarningIn 3ds Max Design, it’s
possible to disconnect a bitmap from an Autodesk Material, or to
replace it with some other kind of map. However, if you do that
other Autodesk applications such as AutoCAD won’t be able to read
the Autodesk Material, so we recommend that you always leave the
Autodesk Material bitmap nodes as they are. You can change the texture
file that they call, or adjust their settings, but don’t disconnect them
or replace them with a map type that is supported only by 3ds Max Design.
- Double-click the Autodesk Hardwood material
node to display its parameters in the Parameter Editor.
- Change the name of this material to Floor
Material.
- On the Relief Pattern rollout, turn off
the Enabled check box.
You could use the second
bitmap as a bump map for the Hardwood material, but in this scene,
the floor is smoothly polished, so this isn’t necessary.
- On the Wood rollout, change the value
of Finish to Satin Varnish.
- Double-click the first Bitmap node (the
one wired to the Wood Image component) to see its parameters.
- On the Parameters rollout, click the
Source button (at present, the button has the label of the default
wood grain map).
3ds Max Design opens a Select
Bitmap Image File dialog.
- In the file dialog, choose Files Of Type All Formats. Navigate
to the folder \3ds max 2011 tutorials\sceneassets\images\.
Choose cherry.jpg, and
then click Open.
After you change the
bitmap, the preview in the title bar of the Floor Material node
shows the new wood grain.
TipYou can enlarge the
preview by double-clicking it.
- Click the main Floor Material node to
make it active, then on the Slate Material Editor toolbar, turn
on (Show Map In Viewport) so
you can see the wood-grain map in shaded views.
3ds Max Design displays the
material with a red angle shape to show that Show Map In Viewport
is active. This red flag appears in the heading of the material
node, in the Material/Map Browser Scene Materials group, and in the Navigator
window at the upper right of the Slate Material Editor.
Apply the material to the floor:
- On the 3ds Max Design main toolbar, click (Select By Name) to display
a Select From Scene dialog. In the list, click to highlight the
floor object, and then click OK.
- On the Slate Material Editor toolbar,
click (Assign Material To Selection).
In shaded viewports,
the floor turns brown, but it doesn’t show the wood grain. This
is because the floor is an Editable Poly object. By default, object
primitives have mapping coordinates assigned to them, but editable
surfaces do not. You have to assign mapping coordinates explicitly.
- Make sure the Floor object
is still selected, and go to the Modify panel. Choose UVW
Map from the modifier list.
3ds Max Design applies mapping coordinates to the floor.
- In the Parameters rollout Mapping group, make
sure that Planar is chosen, and that Real-World Map Size is turned on.
NoteFor Autodesk Materials
that use bitmaps, Real-World Map Size must
always be on
for correct rendering results. The global setting for this, which
includes default settings for primitive objects, is on the Customize
menu
Preferences dialog
General panel.
- Make sure the CameraDen viewport is active,
then on the main 3ds Max Design toolbar, click (Render Production).
3ds Max Design renders the scene with painted walls
and a wood-grain floor. (The lighting is uninteresting, but you'll
fix that in a later lesson.)
- Close the Slate Material
Editor.
Save your scene:
- Choose File Save As, and save your scene as my_wt_material.max.