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1466 Chapter 16: Material Editor, Materials, and Maps
Diffuse (page 3–929) is the color of the object in
direct, "good" lighting.
Specular (page 3–1014) is the color of shiny
high lights.
Some shaders generate the specular color,
rather than letting you choose it.
Filter (page 3–939) is the color transmitted by
light shining through the object.
The Filter color component isn’t visible unless
the material’s Opacity is less than 100 percent.
Note: Raytrace material (page 2–1512) uses a
different, six- color model to simulate surface s .
Several components are similar to those in
Standard Material, but they behave differently
in Raytrace.
When we describe an object’s color in
conversation, usual ly we mean its diffuse color.
Thechoiceofanambientcolordependsonthe
kind of lighting. For moderate indoor lighting, it
canbeadarkershadeofthediffusecolor,butfor
bright indoor lig hting and for daylight, it should
be the complement of the primary (key) light
source. The specular color should be either the
same color as the key light source, or a high-value,
low-saturation version of the diffuse color.
For more tips on choosing color components, see
Choosing Colors for Realism (page 2–1400).
Wa rning: When you change the shading type of
a material, you lose the settings (including map
assignments) for any parameters that the new shader
does not suppor t. If you want to experiment with
different shaders for a m aterial with the same general
parameters, copy the material to a different sample slot
(page 2–1420) before you change its shading type. That
way, you can still use t he original material if the new
shader doesn’t give you the effect you want.
Ot her St and ar d M a ter ia l Components
A standard material’s specular color appears in
highlights.Youcancontrolthesizeandshapeof
the highlig ht. A polished surface has a small and
strong highlight. A matte surface has a large, weak
highlight, or no highlight at all.
Standardmaterialsalsohavecontrolsformaking
the object appear t r ansparent, and for making it
self-illuminating so that it appears to glow.
Along with the material’s color components,
components also refers to the parameters that
control high lig hts, tr ansparency, self-illumination,
and s o on.
See also
Material Components (page 2–1399)
Choosing Colors for Reali sm (page 2–1400)
Interfa ce
The interface for a standard material is organized
into several rollouts:
Shader Basic Parameters Rollout (page 2–1466)
Basic Parameters Rollout (Standar d Material) (page
2–1470)
Extended Par ameters Rollout (Standard Material)
(page 2–1471)
SuperSampling Rollout (page 2–1459)
Maps Rollout (Standard Material) (page 2–1474)
Dynamics Properties Rollout (page 2–1479)
DirectX Manager Rollout (page 2–1464)
Shader Basic Parameters Rollout
Material Editor > Sta ndard material > Shader Basic
Parameters ro llout > Choose sha der from drop-down list.
The Shader Basic Parameters rollout lets you
choosethetypeofshadertousewithaStandard
(page 2–1465) material. Some additional con trols
affect how the materia l appears.