The
following sections describe the properties for the material types
provided with Mudbox.
Mudbox Material
- Diffuse
-
Specifies the diffuse color
of the material. This is the material’s base color.
Click the box to change
the Diffuse color and edit it using the Select Color window.
Alternately, 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 box to change
the Specular color and edit it using the Select Color window.
Alternately, 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 size
of the specular highlight.
Click the box to change
the Gloss property and edit it
using the Select Color window.
Alternately, 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 color on a material independent of the scene lighting. This
property is used to simulate the emission of color from an object independently
of any existing lighting in the scene.
For example, when the
Incandescence property is set to RGB (255, 255, 255), the material
appears to emit white light such as occurs from a light bulb (even
if there are no lights in the scene). The material does not affect or
illuminate any other models or contribute any light to the scene.
Alternately, 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 how high or low
the appearance of bumps display 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.
NoteWhenever an image-based
light is specified in the scene, the reflection map image is replaced
with the image specified by the image-based light source.
- Reflection Strength
-
Controls the visibility
of the reflection map. A value of 1 causes the image to be fully
visible and overrides any of the diffuse color on the model. A value
of 0 causes the reflection map to be invisible.
- Fresnel Scattering Strength
-
Specifies the intensity
of the Fresnel glow effect.
- Fresnel Refractive Index
-
Specifies the surface
area of the model that is affected by the Fresnel glow effect. A
higher number specifies that only the edges get illuminated. A lower
number indicates that more of the model is illuminated by the glow
effect.
- Receive Shadows
-
Turns on shadows for
the material. At least one scene light must also have its Cast
Shadows property 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
-
Controls the shadow color.
Colored shadows help to simulate reflected light when self shadowing
of colored surfaces occurs or in simulating the shadow produced
by transparent, colored surfaces (for example, colored glass). The
default setting 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 the Normal
Map option is turned on set this property to match how
the Compatibility setting was set
during the original map extraction so the normal map previews correctly.
This ensures that the tangent space is set correctly (left-handed
or right-handed). Options are:
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 diffuse color
of the material. This is the material’s base color.
Click the box to change
the Diffuse color and edit it using the Select Color window.
Alternately, 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 box to change
the Specular color and edit it using the Select Color window.
Alternately, 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 size
of the specular highlight.
Click the box to change
the Gloss property and edit it
using the Select Color window.
Alternately, this property
uses the image and file path for the Gloss channel
you specify when painting on a model.
- Specular 2
-
A second specular color component
that affects the fringes of the specular highlight. This setting
is useful in low/oblique lighting situations.
This property uses the
image and file path for the Specular 2 channel
you specify when painting on a model.
- Gloss 2
-
A second gloss component
that affects the size of the outer regions of specular highlight.
This setting is useful in low/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 how high or low
the appearance of bumps display 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 Strengthproperty.
Whenever an image-based
light is specified in the scene, the reflection map image is replaced
with the image specified by the image-based light source.
- Reflection Strength
-
Controls the visibility
of the reflection map. A value of 1 causes the image to be fully
visible and overrides any of the diffuse color on the model. A value
of 0 causes the reflection map to be invisible.
- Fresnel Scattering Strength
-
Specifies the intensity
of the Fresnel glow effect.
- Fresnel Refractive Index
-
Specifies the surface
area of the model that is affected by the Fresnel glow effect. A
higher number specifies that only the edges get illuminated. A lower
number indicates that more of the model is illuminated by the glow
effect.
- Receive Shadows
-
Turns on shadows for
the material. At least one scene light must also have its Cast
Shadows property 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
-
Controls the shadow color.
Colored shadows help to simulate reflected light when self shadowing
of colored surfaces occurs or in simulating the shadow produced
by transparent, colored surfaces (for example, colored glass). The
default setting is black.
- Display Bump as Normal Map
-
This property changes the
display of the material’s bump channel to display normal maps. To
preview a normal map on a model you must import the normal map as a
layer into a bump channel on the assigned material and turn on this
property. 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 the Normal
Map option is turned on set this property to match how
the Compatibility setting was set
during the original map extraction so the normal map previews correctly.
This ensures that the tangent space is set correctly (left-handed
or right-handed). Options are:
Simple Blinn Material
- Diffuse
-
Specifies the diffuse
color of the material. This is the base color for the material.
- Specular
-
Specifies the color for specular
highlights for the material.
- 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 Image
-
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 how high or low
the appearance of bumps display 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 image to
be 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.
NoteWhenever an image-based
light is specified in the scene, the reflection map image is replaced
with the image specified by the image-based light source.
- Reflection Strength
-
Controls the visibility
of the reflection map. A value of 1 causes the image to be fully
visible and overrides any of the diffuse color on the model. A value
of 0 causes the reflection map to be invisible.
- Reflection Mask
-
Specifies the file path
for the image to be used for the reflection mask.
This item uses the file
path for the Reflection Mask channel you
specify when painting on a model.
- Fresnel Scattering Strength
-
Specifies the intensity
of the Fresnel glow effect.
- Fresnel Refractive Index
-
Specifies the surface
area of the model that is affected by the Fresnel glow effect. A
low number specifies that only the edges get illuminated. A higher
number indicates that more of the model is illuminated by 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 effects directory
with the Mudbox application folder as follows:
- (Windows) <drive>:\Program Files\Mudbox\Mudbox<version
number>\effects
- (Mac OS X)/Users/<username>/Library/Application
Support/Autodesk/Mudbox<version number>\effects