Tuesday, October 19, 2010

3DS MAX introduced the essence of materials and textures


3D SMAX Material Editor module offers a variety of materials editing and mapping methods, in this article, I made a simple example to illustrate one of the two most commonly used functions and with more special material editing and mapping methods.

The scene is an Interior Design, Object: living room with marble floor reflection effect, decorative bottles (of different heights have different colors), sofa and coffee table and so on.

Design Office

1, open 3DS MAX, the Top view to maximize the view control tools with the appropriate narrow Zoom Top view of the grid, according to the Office of the layout, use "Create 鈫?Shapes 鈫?Line" draw a line command, draw a closed contour, whichever is The default name of Line01.

2, select the profile, access the command panel, click and select Modify 鈫?Extrude button, set the Amont value of 500, Top view, shown in Figure 1. Save the Scene: ting.max



Figure 1

Production of decorative bottles

1, scene Reset: File / Reset, will maximize the Front view, with the narrow view of appropriate control tools Zoom Front view of the grid, according to decorate bottles side view (profile), use Create 鈫?Shapes 鈫?Line drawing a line command, painting out of a closed contour, named Line02.

2, select the profile, access the command panel, click and select "Modify 鈫?Edit Spline 鈫?Sub-Object 鈫?Vertex", use the selection tool drag a box outline of the virtual box live, then all nodes on the line red showed that the mouse move the red node, right-click, in the floating menu, select Smooth entry, so that contour lines become smooth. The shape of individual parts can be adjusted by moving the nodes, the final shape shown in Figure 2.



Figure 2

3, down the command panel, close the Sub-Object button, select the profile, Modify imposed under the Lathe (Turning) regulator, in the Parameters (parameters) rollout, click on the Direction and Align Y under the under the Max, so contour line along the Y in the Front view, right-aligned rotation axis week, this is a two-dimensional curve generated by the process of three-dimensional entity, and finally have decorative bottle.

Editing and production materials

Decorative bottles should have two kinds of texture features: First, the bottle should have a certain color (usually white and red) reflection effect, and second, the different levels from top to bottom part of the bottle should have a different color or texture. Mainly through the Multi / Sub-Object Multi-sub material production, to meet this requirement.

1, access to materials used in the toolbar edit button in the window, select either the same as the ball, click the Type button after the Standard, the material in the pop-up window, double-click editing and browsing select Multi / Sub-Object, which it will pop up There are two choices, in a small window, select the OK button, the original sample material as the 1st sub-material ball and save. In the Material Editor window, click the button in the middle of the box to change the checkmark before 1 child to a white material, then through its pre-Material # 2 [Standard] button to set the material for further high-light level, high-light areas softness and opacity and other characteristics; empathy access the button to set the 2nd sub-material, make it red. In the view, select decorative bottles, given the material.

2, decorative bottle in perspective now gray, because there is no designated material for children, now wants to give the different sub-materials of different parts of the decorative bottle, face a problem is to correctly select the different areas of bottles, which through the use of the bottle (edit grid) regulator to achieve. Select decorative bottle, regulator imposed Edit Mesh, and then click Access Modify 鈫?Sub-Object 鈫?Face, In Front tried to drag a rectangular box in the bottle of a certain level of living area (such as from the mouth of the bottle to the bottleneck), to red ( Figure 3).



Figure 3

3, the Move command under the Modify panel, open the Surface Properties show volume bar, set up under the Material ID to 1, then the appropriate view is selected in part 1, sub-material characteristics. Similarly select the middle of a narrow band, designated 2, sub-materials, followed by rotation, so that 1 and 2, alternating sub-material body in the bottle. The volume bar only show put on Edit Mesh object to appear after the regulator, where the ID number coincides with the sub-set in step 1 corresponds to material number, when the match successful, that both exists and the same time, corresponding selected area on the performance characteristics of the corresponding sub-material. Save the scene: ping.max.

Perfection and merger scenarios

1, open the scene file ting.max, in the Top view, use the Create 鈫?Geometry 鈫?Box command, the establishment of a cube as the Office of the ground, and then a copy of Office as the top. Adjustment of the Office of the wall and ground and the top three place relations. In the scene set 1-2 and adjust its position Omni floodlights to achieve the appropriate exposure effect. Access Create 鈫?Cameras 鈫?Target, the establishment of an appropriate objective lens focal length and camera. Choice perspective (Perspective), by C key to switch the camera view, and make appropriate adjustments.

2, visit the "File 鈫?Merge" command in the popup dialog select ping.max scene file, decorative bottle objects into the current scenario, use the zoom and move the button, and adjust the size and location of the bottle. Eventually the scene shown in Figure 4.



Figure 4

The production of ground material

Floor should also have two kinds of texture features: First floor itself should have some kind of marble features; second floor should have a mirror reflection effect, that is able to generate its reflection on the object.

Following diffuse map by Diffuse Color and Reflection mirror reflection of the editing and production materials to achieve this effect.

1, in the Material Editor window, select another sample of the ball, open the Maps below show volume bar, select the Diffuse Color map, click on the subsequent long button, pop-up Material / Maps Brower, select and double-click Bitmap (bitmap Posts Figure), in the file selection window, select a marble image. This map is designed so that the marble floor with the corresponding image features.

2, vol Maps show back bar, select the Reflection, in the Material / Maps Brower window, select and double-click the Flat Mirror (plane mirror), the Flat Mirror Parameters in the subsequent development of column volume check Apply to Faces with ID key.

3, the above two steps to complete the editing process of the material, the key step is the following: the material can not be directly given as the floor of the Box, for Reflection under the Flat Mirror (plane mirror) reflection, can only be given to the surface of an object, not as a whole, ie in this case, the upper surface of the floor to select the material assigned to it. This process is the same surface through the Edit Mesh (edit grid) regulator to complete. Select the floor, put the regulator, followed by access to Modify 鈫?Sub-Object 鈫?Face, in the Top view, use the mouse with the Ctrl key to select the Box, on the surface of the right, if you choose the right, in the Front view to see the Box, was on the sideline red.



Figure 5

4, the upper surface of the material given Box. Merge command also uses the combined material library of the Max line of a sofa table frame files, rendering the output, the final results shown in Figure 5.






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