9

226 Chapter 5: Creating Geometry
designed for use with walls. You can copy or copy
and modify this template, or create your own
mater ial as follows:
1. Create a Multi/Sub-Object material (page
2–1594) using five textures for the following
Material IDs:
Slot #1 is the materia l for the vertical ends
on the wall
Slot #2 is the material for the outside of the
wal l
•Slot#3isthematerialfortheinsideofthe
wal l
Slot #4 is the material for the top of the wall,
as well as any inside edges cut out of the wall
Slot #5 is the material for the bottom of the
wal l
Note: The definitions of slots 2 and 3 are
interchangeable; inside and outside simply
depend on your point of v iew, and how you
created the wall.
2. If the top and bottom surfaces of the wa ll aren’t
visible in the rendered scene, you c an use a
three-sided material instead. The inside and
outsideofthewallarerelativetothedirection
in which the wall was created. To swap a texture
between slots in the Material Editor, drag one
of the textures over t he other slot in the Basic
Parameters rollout of the Multi/Sub-Object
material, and then choose Swap.
3. For greater control in tiling across the wall
surface, apply a Map Scaler world-space modifier
(page 1–551) tothewall.Thenadjustthescale
of the map in the Map Scaler’s Parameters
rollout.
To cr eate a nd place a window or door in a wall:
For b est results, per form this procedure in a
wireframe viewport.
1. Create a w indow (page 1–253) or door (page
1–246) (hereafter referred to as "window" for
brevit y) directly on an existing wall. You can
define the window’s exact dimensions after
insertion. Use edge snap (page 2–41) for the
firstsnapstoplaceandalignthewindowonthe
wall and to establish its exac t depth. Snap to
and then click the near top edge of the wall to
start creation. Drag to another edge snap point
on the near top edge of the wall and release to
align the window with the wall seg ment and to
set its width. Snap to the rear top edge of the
wall to se t the proper depth and click. Move
thecursordownwardandclicktodefinethe
w indow heig ht. This final click doesn’t require
asnap,asitsimplydefinesaroughheight.
2. The window should now be cut out of the wall.
On the Modify panel for windows or doors,
set the correct width and height. Change the
depth if it’s different from the snap depth you
set above.
3. U se vertex snap to mov e the window or door
from a reference point to a known point on the
wall segment. Then
Next, use relative offset values from this new
position to accurately locate the window or
door . As an example, following the next two
steps, you could move a window from its top
left corner to the top left corner of the wall
segmentsothatyoucanthenmoveit3feetto
the right and 2 feet down.
4. With the window or do or selected, set the
coordinate system to Local.
5. On the Coordinate Display (page 3–708),
act ivate Offset mode and then enter the offset
distances on the X axis for horizont al and the Y
axis for vertical.
Note: For best results, do not position an inserted
window or door at the bottom of a wall.