Many architectural models
include instanced objects, such as furniture or lighting fixtures.
This lesson demonstrates a Material Editor option that improves
ease of use when you texture instanced objects.
Set up the lesson:
Unhide the lounge chairs:
- If the Layers toolbar isn’t visible,
right-click the gray area to the right of the main toolbar, and
choose Layers to display this toolbar.
- Open the drop-down list of layers on
the toolbar, and click (the Hidden icon) by the Chairs layer
to unhide the Chairs layer.
Six lounge chairs are
now visible on the terrace of the villa.
Apply the railings material to the chair
piping:
The chairs are instances.
They contain two elements: a yellow frame and a red set of cushions
(these colors are just 3ds Max Design object colors: the chairs don’t
have materials yet).
- In the Camera-Terrace viewport, click
to select the frame of the nearest chair, Chair Struc02.
- In the Slate Material Editor, click
the Blue Railings material node to
make it active (you might have to navigate in the active View so
you can see this node again), and then click (Assign Material To Selection).
The chair’s frame turns
blue, but the other chairs are not affected.
- Press Ctrl+Z to
undo the material assignment.
- From the Slate Material Editor menu,
choose Options Propagate
Materials To Instances.
- Click (Assign Material To Selection)
once again.
This time, all the chair
frames turn blue at once.
If you work with instanced
objects, you want to make sure that Propagate Materials To Instances
is turned on. (When it is on, there is a check mark next to it on
the menu.)
Create a material for the chair fabric:
- Drag an Arch & Design material from
the Browser into the active View, and double-click the new material
node so you can see its parameters. Name this material Fabric.
- On the Templates rollout, open the drop-down
list of templates, and choose Matte Finish.
- Assign a Bitmap to the Diffuse Color
Map component of the Fabric material node.
3ds Max Design opens a file
dialog. In the dialog, navigate to the \sceneassets\images folder,
choose the file fabric-stripes.jpg, then
click Open.
- Click the new Bitmap node to make it
active, then on the Slate Material Editor toolbar, click (Show Map In Viewport) to
turn it on.
- In the Camera-Terrace viewport, click
to select the fabric of the nearest chair, Chair Fab02.
- In the Slate Material Editor, click the Fabric material
node to make it active, then on the toolbar click (Assign Material To Selection).
All the chairs now have
the fabric material applied.
- On the Modify panel, choose UVW
Map from the Modifier List drop-down list.
Turn off Real-World Map
Size.
- In the UVW Map modifier Parameters rollout Alignment group, choose
Y as the active axis.
- In the Slate Material Editor, double-click
the Bitmap node so you can see its parameters. On the Coordinates
rollout, turn off Use Real-World scale, then change the W angle
to 90.0 (degrees).
Now the all the chairs
are striped lengthwise.
Save your work:
- Save the scene as my_villa_deck_furniture.max.
Summary
You can see a final version
of the scene by opening med-villa-mat_done.max.
This tutorial has shown
you how to:
- Apply simple Autodesk Materials and adjust
their settings
- Apply a Multi/Sub-Object material and
use its material IDs to apply sub-materials to objects that have
multiple material IDs
- Add maps to Arch & Design materials
- Use the UVW Map or MapScaler modifiers
to set mapping coordinates for objects that don’t have default coordinates
- Use the Propagate Materials To Instances
option when assigning materials to instanced objects
The final rendering for
this tutorial still lacks a little drama, but you will correct that
when you use this villa model again in some of the lessons on lighting,
which follow. Some of the rendering tutorials also use the villa model
to demonstrate how you can further enhance the realism of a scene.