Our Exporter for 3ds Max 32 bit for Sirikata is designed to take the object and shader set up from 3D Studio Max directly into Sirikata and maintain the Material settings and properties. Users of other 3D packages such as Maya, XSI, etc, can model, UV Map (up to 3 UV sets), export the mesh using Collada, and import the mesh into 3ds Max. Assuming the user has their mesh in 3ds Max, we have provided this workflow document to guide users in the creation of Materials in 3ds Max. Users can then take their 3D meshes specifically optimized for Sirikata, and export them using the provided plugin.
- Add More Material Slots 3ds Max Walkthrough
- 3ds Max Material Tutorial
- 3ds Max Materials Free
- Add More Material Slots 3ds Max Free
- 4Sirikata Material Types
Although short we hope this save 3Ds Max material library tutorial proves to be useful and provides a helpful piece of 3Ds Max knowledge, allowing you to concentrate more on creating stunning 3D scenes and renders rather than re-creating your favourite 3Ds Max material over and over again. Start studying SciVis 1 Unit 106.033Ds Max Materials. Learn vocabulary, terms, and more with flashcards, games, and other study tools.
Material Map Slots Explanation
When creating materials, all texture files loaded need to be in .dds format. To open the Material browser, press 'M' on your keyboard within 3ds Max. Change 'Blinn' to 'Phong' under Shader Basic Parameters (See Fig 3). Under the Phong Basic Parameters click on the small square gray box to the right of the word Diffuse (and to the right of the gray color picker rectangular box). Select Bitmap and navigate to the texture map you want. Below are all of the maps to use, accessed under the 'Maps' dropdown menu.
Diffuse Color: Your Diffuse map goes here. This Map slot has the most versatility for combining multiple Color Maps, Dirt Maps, separate Ambient Occlusion Maps, and so on. Detailed Material creation combinations are covered later.
- Select Bitmap for the Diffuse Color.
Ambient Occlusion: (NEEDS CLARIFICATION)
- Select RGB Multiply for the Diffuse Color.
- Color #1 is always the Ambient Occlusion Map (which is Multiplied just as one would do in Photoshop)
- Color #2 can be:
- The Diffuse Color Map #1, loaded as a Bitmap, RGB Multiply, Composite, or Mix
Specular Color: (NEEDS CLARIFICATION)RGB Spec Map goes here.
Glossiness: (NEEDS CLARIFICATION)
- Experimental, may not have its own map
Self Illumination: Leave at 100%. This is for your Glow Map. Note you must also turn on Phong Basic Parameters > Self-Illumination > Check Color > Change the color picker to pure White
- If no Diffuse Color Map, then embed the Alpha in this slot.
- Filter Color: Check this on and it will be the HDRI Glow Map, it is Self Illumination/Filter Color amount. Actual Glow amount = a percent of Filed of View in Sirikata
Opacity: Alpha Channels:
- Check it on, but this map is only needed to display properly in Max
- If it has an Alpha, it must match the Diffuse Texture Map in the Diffuse Color slot, and the Opacity slot must use the same Diffuse Texture Map
- Will be thrown out
Bump: Both the Normal Map and Bump Map go into this slot. Select Normal Bump, and enter the Bump Map under Additional Bump, place the Normal Map under the Normal slot
- Tangent Space
- Extra Expensive with Dirt Channel & Cruft
Reflection: Enter the Environment cube Map in this slot, good for large interiors.There is very little cost when rendering in-engine.
Steps for Creating and Assigning a Material
- Create either a Standard Mat, and if needed a Multi/Sub-Object Material (See Fig 5).
- Standard
- Under Shader Basic Parameters, change from Blinn to Phong.
- Multi/Sub-Object
- Click on the Standard material type, and change to Multi/Sub-Object by double clicking it from the menu.
- Discard the old material, and Set Number for the number of materials you want on the object. You can always change this later. Name each Sub-Material (this can be different than the actual Sub-Material name)
- Create the individual materials in new material slots. Be sure to name each one as you go. Drag and drop each new material into the correct Sub-Material Slot and choose Instance each time. This allows one to organize and work on the materials individually or through the single Multi/Sub-Object interface.
- Standard
Left: A Standard material, with the shader changed from Blinn to Phong (a required step). Right: The Multi/Sub-Object dialogs. All necessary buttons have been highlighted:
Hard Rules for Materials Creation
- Maximum Maps per Material is 10
- The maximum number of unique texture maps on any material is 10
- Match the Diffuse and Specular Maps in order, Material Type, and UV Set #'s
- The structure of the Maps in the Diffuse (after the AO RGB Multiply) and Spec should be the same.
- Provide Example Here
- The AO alpha channel will always be applied to the 2nd material
- Except the Normal
- One Bump Map Allowed
- The Bump map is by far the most expensive texture map to use (only if you have more than one UV set)
- Never try to use more than one, and if a Bump doesn't provide enough effect, do not use it at all.
- Map #2 for all materials must have matching UV Sets
- UV Set #2 and #3 should be upright (perpendicular)
- Tiling UV Set #2 should usually be upright (not rotated) and scaled to the correct Units (Determined by the size of your materials and the objects that are sharing those same materials). Most tileable textures are designed to tile in the upright position. If one makes a texture that runs parallel to the ground, then consult with the art team before completion.
- This should also keep normals aligned to the tangent space.
- Maximum of 3 UV Sets
- Multiple UV Channels (up to 3)
- Alpha Channels (Making Masks)
- To make your Texture Map use and Alpha it must have the following radio buttons checked un the Bitmap Parameters dialog
- Mono Channel Output: Radio on for Alpha
- RGB Channel Out: Radio on for Alpha as Gray
- Alpha Source: Radio on for Image Alpha
- Check on Premultiplied Alpha
- To make a texture with an Alpha do the following:
- Load your texture with the alpha channel into the Opacity slot under Maps, check it on, and make sure it is 100 for the Amount
- The texture one uses for the Opacity slot must be the same map used in the first Diffuse Color slot.
- They must also use the same UV Set.
- If your Material is 1-Sided (only visible from one side), it will not count as a new Material
- If your Material is 2-Sided (only visible from one side), it will as a new Material. Check the Make 2-Sided (See Fig 3) box under Shader Basic Parameters.
- Only 3 of the following Maps can be used on a given material:
- Glow
- 3rd Spec
- 3rd Diffuse
- 2nd Normal
- Reflection
- Addtionally, only 2 of the following maps can be used on a given material:
- Glow
- 3rd Spec
- Reflection
- To make your Texture Map use and Alpha it must have the following radio buttons checked un the Bitmap Parameters dialog
- Specular Color can't have more maps than in Diffuse Color
- Cost Considerations
- Little Glow & AO
Each new UV Set is another Multiple for the cost of a bump
Sirikata Material Types
BASIC MATERIAL
- AO
- Fill in with white .dds
- Glow
- Black .dds
- Self Illumination
- One Color, UV Set 1
- One Specular, UV Set 1
- One Normal Bump
- One Normal, UV Set 1
- One Bump, UV Set 1
Limitations: This material cannot use Ambient Occlusion, glow, reflection, environment, or grunge maps.
BASIC MATERIAL, no Bump
- AO
- Fill in with white .dds
- Glow
- Black .dds
- Self Illumination
- One Color, UV Set 1
- One Specular, UV Set 1
- One Normal Bump
- One Normal, UV Set 1
Limitations: This material cannot use Ambient Occlusion, glow, reflection, environment, or grunge maps.)
SINGLE DIFFUSE, Max Detail
One Diffuse with Ambient Occlusion and Grunge and Additional Normal on UV Set 1
DIFFUSE COLOR
SPECULAR COLOR
BUMP NormBump
Add More Material Slots 3ds Max Walkthrough
SINGLE DIFFUSE, less detailed, using the Mix material for the Normal maps (NOT DONE YET)
- Select RGB Multiply for the Diffuse Color.
- Color #1 is always the Ambient Occlusion Map (which is Multiplied just as one would do in Photoshop)
- Color #2 can be:
- The Diffuse Color Map #1, loaded as a Bitmap, RGB Multiply, Composite, or Mix
Specular Color: (NEEDS CLARIFICATION)RGB Spec Map goes here.
Glossiness: (NEEDS CLARIFICATION)
- Experimental, may not have its own map
Self Illumination: Leave at 100%. This is for your Glow Map. Note you must also turn on Phong Basic Parameters > Self-Illumination > Check Color > Change the color picker to pure White
- If no Diffuse Color Map, then embed the Alpha in this slot.
- Filter Color: Check this on and it will be the HDRI Glow Map, it is Self Illumination/Filter Color amount. Actual Glow amount = a percent of Filed of View in Sirikata
Opacity: Alpha Channels:
- Check it on, but this map is only needed to display properly in Max
- If it has an Alpha, it must match the Diffuse Texture Map in the Diffuse Color slot, and the Opacity slot must use the same Diffuse Texture Map
- Will be thrown out
Bump: Both the Normal Map and Bump Map go into this slot. Select Normal Bump, and enter the Bump Map under Additional Bump, place the Normal Map under the Normal slot
- Tangent Space
- Extra Expensive with Dirt Channel & Cruft
Reflection: Enter the Environment cube Map in this slot, good for large interiors.There is very little cost when rendering in-engine.
Steps for Creating and Assigning a Material
- Create either a Standard Mat, and if needed a Multi/Sub-Object Material (See Fig 5).
- Standard
- Under Shader Basic Parameters, change from Blinn to Phong.
- Multi/Sub-Object
- Click on the Standard material type, and change to Multi/Sub-Object by double clicking it from the menu.
- Discard the old material, and Set Number for the number of materials you want on the object. You can always change this later. Name each Sub-Material (this can be different than the actual Sub-Material name)
- Create the individual materials in new material slots. Be sure to name each one as you go. Drag and drop each new material into the correct Sub-Material Slot and choose Instance each time. This allows one to organize and work on the materials individually or through the single Multi/Sub-Object interface.
- Standard
Left: A Standard material, with the shader changed from Blinn to Phong (a required step). Right: The Multi/Sub-Object dialogs. All necessary buttons have been highlighted:
Hard Rules for Materials Creation
- Maximum Maps per Material is 10
- The maximum number of unique texture maps on any material is 10
- Match the Diffuse and Specular Maps in order, Material Type, and UV Set #'s
- The structure of the Maps in the Diffuse (after the AO RGB Multiply) and Spec should be the same.
- Provide Example Here
- The AO alpha channel will always be applied to the 2nd material
- Except the Normal
- One Bump Map Allowed
- The Bump map is by far the most expensive texture map to use (only if you have more than one UV set)
- Never try to use more than one, and if a Bump doesn't provide enough effect, do not use it at all.
- Map #2 for all materials must have matching UV Sets
- UV Set #2 and #3 should be upright (perpendicular)
- Tiling UV Set #2 should usually be upright (not rotated) and scaled to the correct Units (Determined by the size of your materials and the objects that are sharing those same materials). Most tileable textures are designed to tile in the upright position. If one makes a texture that runs parallel to the ground, then consult with the art team before completion.
- This should also keep normals aligned to the tangent space.
- Maximum of 3 UV Sets
- Multiple UV Channels (up to 3)
- Alpha Channels (Making Masks)
- To make your Texture Map use and Alpha it must have the following radio buttons checked un the Bitmap Parameters dialog
- Mono Channel Output: Radio on for Alpha
- RGB Channel Out: Radio on for Alpha as Gray
- Alpha Source: Radio on for Image Alpha
- Check on Premultiplied Alpha
- To make a texture with an Alpha do the following:
- Load your texture with the alpha channel into the Opacity slot under Maps, check it on, and make sure it is 100 for the Amount
- The texture one uses for the Opacity slot must be the same map used in the first Diffuse Color slot.
- They must also use the same UV Set.
- If your Material is 1-Sided (only visible from one side), it will not count as a new Material
- If your Material is 2-Sided (only visible from one side), it will as a new Material. Check the Make 2-Sided (See Fig 3) box under Shader Basic Parameters.
- Only 3 of the following Maps can be used on a given material:
- Glow
- 3rd Spec
- 3rd Diffuse
- 2nd Normal
- Reflection
- Addtionally, only 2 of the following maps can be used on a given material:
- Glow
- 3rd Spec
- Reflection
- To make your Texture Map use and Alpha it must have the following radio buttons checked un the Bitmap Parameters dialog
- Specular Color can't have more maps than in Diffuse Color
- Cost Considerations
- Little Glow & AO
Each new UV Set is another Multiple for the cost of a bump
Sirikata Material Types
BASIC MATERIAL
- AO
- Fill in with white .dds
- Glow
- Black .dds
- Self Illumination
- One Color, UV Set 1
- One Specular, UV Set 1
- One Normal Bump
- One Normal, UV Set 1
- One Bump, UV Set 1
Limitations: This material cannot use Ambient Occlusion, glow, reflection, environment, or grunge maps.
BASIC MATERIAL, no Bump
- AO
- Fill in with white .dds
- Glow
- Black .dds
- Self Illumination
- One Color, UV Set 1
- One Specular, UV Set 1
- One Normal Bump
- One Normal, UV Set 1
Limitations: This material cannot use Ambient Occlusion, glow, reflection, environment, or grunge maps.)
SINGLE DIFFUSE, Max Detail
One Diffuse with Ambient Occlusion and Grunge and Additional Normal on UV Set 1
DIFFUSE COLOR
SPECULAR COLOR
BUMP NormBump
Add More Material Slots 3ds Max Walkthrough
SINGLE DIFFUSE, less detailed, using the Mix material for the Normal maps (NOT DONE YET)
One Diffuse with Ambient Occlusion and Grunge and Additional Normal on UV Set 1
DIFFUSE COLOR
RBG Multiply
Color 2 Grunge UV Set 3SPECULAR COLOR
BUMP
TWO DIFFUSE, using the Mix material
3ds Max Material Tutorial
Two Diffuse Maps (Diffuse Map 2 is masked off by the alpha channel of the AO map) with Ambient Occlusion and Grunge and Additional Normal on UV Set 1
DIFFUSE COLOR
Color 1 Diffuse 1 UV Set 2 Color 2 Diffuse 2 UV Set 2 Mix Amount AO UV Set 1
SPECULAR COLOR
Color 1 Spec 1 UV Set 2 Color 2 Spec 2 UV Set 2 Mix Amount AO UV Set 1
BUMP
CAN WE NormBump
THREE DIFFUSE, using the Composite Material
Three Diffuse Maps (Diffuse Map 2 one is masked off by the alpha channel of the AO map, and Diffuse 3 has its own Premultiplied alpha) with Ambient Occlusion and NO Grunge and Additional Normal on UV Set 1
DIFFUSE COLOR
SPECULAR COLOR
BUMP
In this final lesson, you will assign a material identification number to each polygon in the model. You can then use these ID numbers to assign materials to specific parts of the model.
Set up the lesson:
- Continue working from the previous lesson or open building2_sloping_roof.max.
Check the default Material ID:
- Select the Tower object, maximize the Front viewport and click (Zoom Extents Selected). Make sure the view is in Wireframe mode.
- On the Modify panel Selection rollout, activate (Polygon), then press Ctrl+A to select all the polygons in the Tower object.
- On the Modify panel, scroll down to the Polygon: Material IDs rollout, and verify that Set ID has a value of 1.
At this point, if you were to assign a material to the Tower object, all its polygons would receive the same material, because they all have the same material ID number.
Assign a new Material ID to the glazing:
- Click anywhere outside the Tower object to deselect the polygons.
- Zoom in to the upper section of the tower and begin to Ctrl+click the polygons that represent the glazing in the cylinder, as shown in the next illustration.
Start your selection by clicking outside the tower and dragging right, across all the glazing polygons. Starting your selection outside the tower ensures that all glazing polygons on the other side of the Tower object are also selected.
- Zoom out and continue to Ctrl+click all the glazing in the lower floors, using the same selection technique described in the previous step. Be sure to include the glazing polygons in the bottom cylinder. The result is shown in the next illustration.
- On the Polygon: Material IDs rollout, click the Set ID spinner up-arrow once, to change the value to 2.
Now you can assign the Tower object two different materials.
Apply materials to the tower:
- On the Polygon: Material IDs rollout Select ID spinner, type 1, then click Select ID.
All the material 1 polygons are now selected.
- On the main toolbar, choose the button for the Compact Material Editor.
- In the sample slots, locate the Concrete material. Click the slot to make the material active, and then click (Assign Material To Selection).
3ds Max applies the Concrete material to all polygons that have ID 1 assigned to them.
- On the Polygons: Material IDs rollout, change the Select ID value to 2, then click Select ID.
- In the Material Editor sample slots, locate the Glass material, and click the slot to make the material active. Then click (Assign Material To Selection).
3ds Max applies the Glass material to all polygons that have ID 2 assigned to them.
- Close the Compact Material Editor.
- On the Selection rollout, click (Polygon) to exit the Polygon sub-object level.
Render the scene:
- Adjust the Perspective viewport so that the two tower models are clearly visible, then click (Render Production) to view the result.
Your rendered image should look something like this:
Save your work:
- Save the scene as my_building2_completed.max.
3ds Max Materials Free
Summary
Add More Material Slots 3ds Max Free
Aruba marriott resort stellaris casino. This tutorial introduced you to the concept of Boolean operations and how they can be used to produce complex shapes from simple geometry. Are gambling machines rigged. You also learned some polygon editing techniques, and how to apply materials to multiple surfaces by assigning material ID numbers to different sets of polygons.