The
following sections describe the properties for each material type
in Mudbox.
Mudbox Material
- Diffuse
-
Specifies the base color of
the material. Click the color tile to edit using the Color Chooser window.
Alternatively, this property
uses the image and file path for the Diffuse channel
you specify when painting on a model.
- Specular
-
Specifies the color of
the specular highlight on the material. Click the color tile to
edit using the Color Chooser window.
Alternatively, this property
uses the image and file path for the Specular channel
you specify when painting on a model.
- Gloss
-
Specifies the size of
the specular reflection. The lower the value, the smaller the specular
highlight. Click the color tile to edit using the Color Chooser window.
Alternatively, this property
uses the image and file path for the Gloss channel
you specify when painting on a model.
- Incandescence
-
Specifies the brightness of
the material color independent of the scene lighting. Used to simulate
the emission of color from an object independently of other lighting in
the scene.
For example, when the
Incandescence property is set to RGB (255, 255, 255), the material
appears to emit white light, like a light bulb (even if there are
no lights in the scene). The material does not illuminate other
models or contribute light to the scene.
Alternatively, this property
uses the image and file path for the Incandescence channel
you specify when painting on a model.
- Bump Map
-
Specifies the file path
for the image to be used for the bump map. This map should be based
on gray scale values.
This property uses the
image and file path for the Bump Value channel
you specify when painting on a model.
- Normal Map
-
Specifies the file path
for the image to be used for the normal map. This map should be
based on RGB values.
This property uses the
image and file path for the Normal Value channel
you specify when painting on a model.
- Reflection Mask
-
Specifies the file path
for the image to be used for the reflection mask. This property
uses the image and file path for the Reflection Mask channel
you specify when painting on a model.
- Bump Depth
-
Controls the height of bumps
displaying on the surface when a bump map is applied. Increase the
value to make the surface bumpier. Decrease the value to make the surface smoother.
- Bump Filter Width
-
Specifies the level of filtering
performed on a texture used as a bump map. Values greater than 1.0
produce more filtering, making the bumps smoother. Values less than
1.0 produce less filtering, making the bumps appear sharper.
- All Channels
-
Opacity overrides all channels,
causing the surface to effectively disappear.
- Reflection Map
-
Specifies the file path
for the image used as a reflection map. An environment is simulated
around the model which appears in the material’s reflection component
depending on the value of the Reflection Strength property.
NoteIf you create an
image-based light, the reflection map image is replaced with the image-based
light source image. See
Image Based Light File.
- Reflection Strength
-
Controls the visibility
of the reflection map. A value of 1 makes the image fully visible
and overrides any of the diffuse color on the model. A value of
0 makes the reflection map invisible.
- Fresnel Scattering Strength
-
Specifies the intensity
of the Fresnel glow effect.
- Fresnel Refractive Index
-
Defines the surface area of
the model affected by the Fresnel glow effect. A higher number illuminates
only the edges. A lower number illuminates more of the model with
the glow effect.
- Receive Shadows
-
Turns on shadows for
the material. At least one scene light must also have Cast
Shadows turned on for shadows to appear on a model.
- Blur Shadow Edges
-
Specifies the softness
of shadow edges. The softness of shadow edges is also influenced
by the Depth Map Resolution property
for the shadow-casting light. Keep these two properties in mind
if shadow edge artifacts appear.
- Shadow Color
-
Specifies shadow color. Colored
shadows help to simulate reflected light on self-shadowing colored
surfaces, or in simulating the shadow produced by transparent, colored
surfaces (for example, colored glass). Default is black.
- Coordinate Space
-
Specifies the normal map’s
coordinate space based on how it was originally extracted. This
setting must match the setting used when the map was originally extracted
for the normal map to display properly on the model. (If you are
unsure, try each option in turn and view the results in the 3D
View). Options include:
- Tangent
-
The coordinate space
on a face defined by the normal, tangent, and the binormal.
- Object
-
Local coordinate space for
the model.
- World
-
Coordinate space for
the 3D scene.
- Compatibility
-
When Coordinate Space is
set to Tangent, this sets how the
tangent space vectors are calculated so the extracted map is compatible
with other 3D applications (left-handed or right-handed). This setting
is ignored when Coordinate Space is set to Object or World
space. Options are:
- Maya
-
Defaults to a right-handed
tangent space setting.
- 3ds Max
-
Defaults to a left-handed tangent
space setting.
- Opacity Affects
-
Specifies how opacity
affects lighting effects. There are two options:
- Diffuse Only
-
Opacity overrides only the
diffuse channel, allowing the transparent surface to continue to
show reflections, specularity, bump, and so on. This option should
be used when the purpose is to create transparent material like
glass or clear plastic.
- All Channels
-
Opacity overrides all channels,
causing the surface to effectively disappear. This option should
be used when you want to put a hole in your model.
Mudbox Material (2009)
This section describes
the properties for the Mudbox Material that was used as the default
material for Mudbox 2009 and Mudbox 2010 versions. It can still
be used and is maintained to ensure compatibility purposes with
later versions.
- Diffuse
-
Specifies the base color of
the material. Click the color tile to edit using the Color Chooser window.
Alternatively, this property
uses the image and file path for the Diffuse channel
you specify when painting on a model.
- Specular
-
Specifies the color of
the specular highlight on the material. Click the color tile to
edit using the Color Chooser window.
Alternatively, this property
uses the image and file path for the Specular channel
you specify when painting on a model.
- Gloss
-
Specifies the size of
the specular reflection. The lower the value, the smaller the specular
highlight. Click the color tile to edit using the Color Chooser window.
Alternatively, this property
uses the image and file path for the Gloss channel
you specify when painting on a model.
- Specular 2
-
An additional specular color
that affects the fringes of the specular highlight. Useful for low
or oblique lighting situations.
This property uses the
image and file path for the Specular 2 channel
you specify when painting.
- Gloss 2
-
An additional gloss color that
affects the size of the outer regions of specular highlight.Useful
for low or oblique lighting situations.
This property uses the
image and file path for the Gloss 2 channel
you specify when painting on a model.
- Bump Value
-
Specifies the file path
for the image to be used for the bump map. This property uses the
image and file path for the Bump Value channel you
specify when painting on a model.
- Reflection Mask
-
Specifies the file path
for the image to be used for the reflection mask. This property
uses the image and file path for the Reflection Mask channel
you specify when painting on a model.
- Bump Depth
-
Controls the height of bumps
displaying on the surface when a bump map is applied. Increase the
value to make the surface bumpier. Decrease the value to make the surface smoother.
- Bump Filter Width
-
Specifies the level of filtering
performed on a texture used as a bump map. Values greater than 1.0
produce more filtering, making the bumps smoother. Values less than
1.0 produce less filtering, making the bumps appear sharper.
- Reflection Map
-
Specifies the file path
for the image used as a reflection map. An environment is simulated
around the model which appears in the material’s reflection component
depending on the value of the Reflection Strength property.
NoteIf you create an
image-based light, the reflection map image is replaced with the image-based
light source image. See
Image Based Light File.
- Reflection Strength
-
Controls the visibility
of the reflection map. A value of 1 makes the image fully visible
and overrides any of the diffuse color on the model. A value of
0 makes the reflection map invisible.
- Fresnel Scattering Strength
-
Specifies the intensity
of the Fresnel glow effect.
- Fresnel Refractive Index
-
Defines the surface area of
the model affected by the Fresnel glow effect. A higher number illuminates
only the edges. A lower number illuminates more of the model with
the glow effect.
- Receive Shadows
-
Turns on shadows for
the material. At least one scene light must also have Cast
Shadows turned on for shadows to appear on a model.
- Blur Shadow Edges
-
Specifies the softness
of shadow edges. The softness of shadow edges is also influenced
by the Depth Map Resolution property
for the shadow-casting light. Keep these two properties in mind
if shadow edge artifacts appear.
- Shadow Color
-
Specifies shadow color. Colored
shadows help to simulate reflected light on self-shadowing colored
surfaces, or in simulating the shadow produced by transparent, colored
surfaces (for example, colored glass). Default is black.
- Display Bump as Normal Map
-
This property changes the
display of the material’s bump channel to display normal maps. When
on, you can import the normal map as a layer into a bump channel on
the assigned material to preview the normal map on a model. The
default is off. In addition, the Coordinate Space and Compatibility properties
must be correctly set to view a normal map.
- Coordinate Space
-
Specifies the normal map’s
coordinate space based on how it was originally extracted. This
setting must match the setting used when the map was originally extracted
for the normal map to display properly on the model. (If you are
unsure, try each option in turn and view the results in the 3D
View). Options include:
- Tangent
-
The coordinate space
on a face defined by the normal, tangent, and the binormal.
- Object
-
Local coordinate space for
the model.
- World
-
Coordinate space for
the 3D scene.
- Compatibility
-
When Coordinate Space is
set to Tangent, this sets how the
tangent space vectors are calculated so the extracted map is compatible
with other 3D applications (left-handed or right-handed). This setting
is ignored when Coordinate Space is set to Object or World
space. Options are:
- Maya
-
Defaults to a right-handed
tangent space setting.
- 3ds Max
-
Defaults to a left-handed tangent
space setting.
Simple Blinn Material
- Diffuse
-
Specifies the base color of
the material. Click the color tile to edit using the Color Chooser window.
Alternatively, this property
uses the image and file path for the Diffuse channel
you specify when painting on a model.
- Specular
-
Specifies the color of
the specular highlight on the material. Click the color tile to
edit using the Color Chooser window.
Alternatively, this property
uses the image and file path for the Specular channel
you specify when painting on a model.
- Ambient
-
Specifies the minimum darkness
(ambient RGBA reflectance) of the material.
- Shininess
-
Specifies the size of
the specular reflection. The lower the value, the broader the highlight.
Lit Sphere Material
- Lit Sphere
-
Specifies the image
to be used for the lighting environment for the lit sphere material
type. An image is used to calculate the light source and works with
any existing scene lights.
- Bump Value
-
Specifies the file path
for the image to be used for the bump map. This item uses the image
and file path for the Bump Value channel you
specify when painting a bump image on a model.
- Bump Depth
-
Controls the height of bumps
displaying on the surface when a bump map is applied. Increase the
value to make the surface bumpier. Decrease the value to make the surface smoother.
- Bump Filter Width
-
Specifies the level of filtering
performed on a texture used as a bump map. Values greater than 1.0
produce more filtering, making the bumps smoother. Values less than
1.0 produce less filtering, making the bumps appear sharper.
- Reflection Map
-
Specifies the file path
for the image used as a reflection map. An environment is simulated
around the model which appears in the material’s reflection component
depending on the value of the Reflection Strength property.
NoteIf you create an
image-based light, the reflection map image is replaced with the image-based
light source image. See
Image Based Light File.
- Reflection Strength
-
Controls the visibility
of the reflection map. A value of 1 makes the image fully visible
and overrides any of the diffuse color on the model. A value of
0 makes the reflection map invisible.
- Reflection Mask
-
Specifies the image to
be used for the reflection mask. Uses the file path for the Reflection
Mask channel you specify when painting.
- Fresnel Scattering Strength
-
Specifies the intensity
of the Fresnel glow effect.
- Fresnel Refractive Index
-
Defines the surface area of
the model affected by the Fresnel glow effect. A higher number illuminates
only the edges. A lower number illuminates more of the model with
the glow effect.
CgFX-based Material
The CgFX-based Material is an
example CgFX material you can copy and use as an example for creating your
own custom materials in Mudbox. A README file containing information
on how this material is constructed is provided in the following
directory:
- (Windows) <drive>:\My Documents\Mudbox\2011.5\data\Effects
- (Mac OS X) /Users/<username>/Library/Application
Support/Autodesk/2011.5/data/effects
- (Linux) /home/<username>/Mudbox/2011.5/data/Effects