This is where the nodes of your materials and maps live. The large middle section is called the 'Active View'. Each one performs a different task and has unique parameters. There are a whole host of different maps available to you. A material could therefore be made of many maps. This enables you to load bitmap files and it can be plugged into the properties of a material such as its diffuse or bump map properties. Maps are basically nodes that can be plugged into properties of the materials. Underneath materials in the LHS panel is the Maps section. 3ds Max by default do give you access to a load of basic materials but I'd recommend utilising whichever one's ship with your renderer of choice.Ĭreate a new material for each new material in your scene. Each material will have a whole set of properties which make it unique. So you'll have a glass material which is separate from a concrete material. I like to think of materials as the primary node that can be applied to any object we want. In that browser the first section is materials. A simple drag and drop or double click will carry out the creation process. For example, if you have V-Ray active then you'll get a load of materials and maps which Chaos Group have developed for specific us with their renderer.Ĭhoose your materials and maps from this panel. All of the materials are listed first followed by the maps and depending on what renderer you have active a different set of materials and maps will appear. You'll be confronted with a node based interface with a panel on the LHS called the 'Material/Map Browser'. Open the slate material editor by pressing the 'M' key. I think though for new users it's better and more intuitive to learn about the slate editor and that's exactly what we'll be doing.ģds Max ships with two material editors, the compact and the slate. The original one was then renamed to 'compact editor' and now 6 years later belongs in the dark ages, although I appreciate some people do prefer still to use it. Then came along a new and improved editor called the slate editor. We'll also go into detail about what maps are and how they can be used in conjunction with materials.īefore around 2010 there was only one place to edit your materials and it was just called the material editor. We'll be focusing less on the individual types of materials and more on how you can use the interface to create your materials. 3ds Max ships with a selection of different material types and each has its own set of unique properties. Materials hold properties of diffuse, reflection and refraction as well as bump and displacement. Know the basics: 3ds Max Part 1: Modelling Know the basics: 3ds Max Part 2: UV Mapping Materials enable you to determine what objects will look like in the finished render. For part 3 of the Know The Basics series for 3ds Max, we take a look at the slate material editor built into 3ds Max. We're all still learning but it's a fun process to be involved in. Creating realistic materials takes time, not only practicing but also studying real-world materials.
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