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6 Chapter 1: Getting Started with 3ds M ax
modifiers you apply to an object are stored in a
stack. You can go back at any time and change the
effect of the modifier, or remove it from the object.
See Basics of Creating and Modifying Objects (page
1–153).
Using Materials
You use the Material Editor to design materials and
maps to control the appearance of object surfaces.
Mapscanalsobeusedtocontroltheappearance
of environmental effects such as lighting, fog, and
the b ackground.
A variety of materials in the Material Editor’s sample slots
House on left uses the default standard material.
House on right uses a compound material.
B asic Ma terial Proper ties
Yo u s e t b a s i c m a t e r i a l p r o p e r t i e s t o c o n t r o l
such surface characteristics as default color,
shininess, and level of opacity. You can create
realistic, single-color materials using just the basic
properties.
Using Ma ps
You extend the realism of materials by applying
maps to control surface properties such as texture,
bumpiness, opacity, and reflection. Most of the
basic proper t ies can be enhanced with a map. Any
imagefile,suchasoneyoumightcreateinapaint
program, can be used as a map, or you can choose
procedural maps that create patterns based on
parameters you set.
The program also includes a raytrace material
and map for creating accurate reflections and
refraction.
Viewing M ater i al s in th e S cene
You can view the effect of materials on objects
in a shaded viewport, but the display is just an
approximation of the final effect. Render your
scene to view materials accurately.
See Designing Materials (page 2–1395) .