You'll add some materials
to help visualize your revolving door. You'll add a shiny black
finish for the struts and a green glass material for the glazing
in the door and the enclosures. You'll also edit the material that
already exists on the revolving door, so it matches your own green
glass.
Set up the lesson:
- Continue from the previous lesson, or
on the Quick Access toolbar, click (Open File) and open add_door_materials.max in the \startup folder.
Open the material editor:
- On the main toolbar, choose (Material Editor) from the
Material Editor flyout to open the Compact Material Editor.
The Material Editor opens as a floating window.
The Compact Material
Editor is usually more convenient when you want simply to assign
materials that have already been designed. The Slate Material Editor,
which takes up more screen space, is more convenient and versatile
for designing materials.
NoteIf you open the large Slate Material Editor
by mistake, then from the Material Editor toolbar choose Modes
Compact Material Editor.
Apply a door material:
You can choose materials
from a material library and apply them to the revolving door so
the panel is transparent.
- On the Material Editor toolbar, below
the sample spheres, click (Get Material).
3ds Max Design opens the
Material/Map Browser.
- On the Material/Map Browser, click (Material/Map Browser Options)
(or right-click an empty area of the dialog), and from the pop-up
menu, choose Open Material Library.
3ds Max Design opens a file
dialog.
- Highlight the file aectemplates.mat, and
then click Open.
This library is located
in the \materiallibraries subfolder
of your current Project. If it doesn’t appear in the file dialog
when you click Open, browse to this directory, then open the library.
NoteThe filename extension
for 3ds Max Design material library files is MAT.
A section for the library
now appears in the Browser.
- In the Browser, double–click the material
name Door-Template.
The door material appears
in the first sample slot of the Compact Material Editor.
- Close the Material/Map Browser.
- Drag the material from the sample sphere
to the door object in the viewport.
The door now displays
with transparent glass. Also, in the Material Editor, the sample
sphere is now marked with corners showing that this material has
been applied to an object in the scene.
TipIf you loaded the
provided scene file, you might get a message that asks you to Replace
or Rename the material. Choose Replace and continue.
Create and apply a green glass material:
- Click any unused sample slot in the Material
Editor to activate that slot.
By default, materials in the Material Editor
are of the Arch & Design type. You'll change this material to
the Standard type.
- Click the Material Type button button
to the right of the material name (its label now says “Arch &
Design”).
3ds Max Design opens the
Material/Map Browser again.
- In the Material/Map Browser, locate Materials Standard Standard, then double-click
the entry Standard.
In the Compact Material
Editor, the material type changes from Arch & Design to Standard.
- Drag the material onto the left
enclosure panels object. Drag from the material sample
sphere to the viewport, and read the tooltip to be sure you have
the left enclosure object (left enclosure panels) as the
target.
The glass panels of the
left enclosure change their appearance in the viewport.
- On the Blinn Basic Parameters rollout,
change the color of this material by clicking the Diffuse color
swatch. When the Color Selector opens, pick a green color.
“Blinn,” named after
computer-graphics pioneer James Blinn, is the default shader type
used by the Standard material. A shader determines how the material
interacts with light. And “Diffuse” refers to the basic material
color. You'll find more information about these and about materials
in general in the User Reference.
Watch in the viewport;
each time you click a different color, the material updates in the
viewport. When you've decided on a color, click the Close button.
- On the Blinn Basic Parameters rollout,
change the Opacity value to 66.
- Rename the current material to Green Glass.
Highlight the name and then enter the new name.
- Drag the Green Glass material from the
sample sphere in the material editor to the right enclosure panels objects
in the viewport.
Now the glass on the
right enclosure matches the color and transparency of the left enclosure.
Create a black metal finish:
- In the Material Editor, activate a different
unused sample sphere by clicking it.
- Name the material Black Metal Finish and
change it to the Standard type, as you did before.
- On the Shader Basic Parameters rollout,
click the drop-down arrow next to Blinn and choose Metal.
This shader is more appropriate
for metallic materials.
- On the Metal Basic Parameters rollout,
click the Ambient color swatch. In the Color Selector, choose a
dark color close to black. You can use the Whiteness slider to darken
the color.
NoteThe Diffuse color
changes to the same dark color, since the Diffuse and Ambient values
are locked together by default.
“Ambient” refers to the
lighting that spreads out within a scene without being cast directly
by a light source. Typically it's reflected off surfaces such as
walls.
- Set Specular Level to 128
and Glossiness to 85.
These two settings determine
the brightness and size of shiny highlights, respectively.
All of these settings
combine to produce a black, shiny surface treatment.
- Press H on
the keyboard, then select the Struts objects by name. Hold down
the Ctrl key and
highlight the names, and then click OK to select both objects and close
the dialog.
- In the Compact Material Editor, click (Assign Material To Selection)
to apply the material to the struts.
- Drag this material onto the central hub
object (Cylinder01).
Edit the material:
After you created the
pivot door, you assigned a Multi/Sub-Object material from a material
library to the door. When you have a single object, such as this
door, with different, distinct components (such as glazing, frame, and
so on), you can use a Multi/Sub-Object material to apply different
materials to its various parts.
You will use the eyedropper
to get the material from the door into the Material Editor. This
will give you a second copy of the material to edit, leaving the
original available for use.
- Click another sample sphere, to make
it active.
- In the Material Editor, click (Pick Material From Object)
to activate it, and then in the viewport click the pivot door.
The sample sphere is
replaced with a sphere that shows five stripes of different materials.
This indicates that the selected material is a Multi/Sub-Object
material.
On the Multi/Sub-Object
Basic Parameters rollout, you can click and access each individual
material.
- Drag the Green Glass sample sphere to
the button labeled “Inner Bevel (Standard).” On the Instance (Copy)
Material dialog choose Instance, then click OK.
When you copy something
using the Instance option, changing one instance changes all of
them. For example, if you then made the glass a neutral color, all
the instances would reflect that change.
This is the material
that is applied to the glazing. The glass on the revolving door
turns green in the viewport.
- Drag the Black Metal Finish material
to the other material slots of the Multi/Sub-Object material. In
each case, choose Instance.
Change the material:
Now make changes to the
material and watch them update on the objects in the viewport.
Change the Black Metal
Finish to a shiny gold instead. Do the following:
- Click the Black Metal Finish sample sphere.
- Click the Diffuse color swatch, and then
change the black material to a gold material. Use RGB values of
approximately 176, 157, and 52,
respectively, to achieve a nice gold tone.
- Rename the Black Metal Finish material
to Burnished Gold.
- Click the Perspective viewport Shading
menu (now labeled “Smooth + Highlights + Edged Faces”), and turn
off Edged Faces.
Close the Material Editor
when you're done.
Save your work:
- Save the scene as my_add_door_materials.max.