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346 Chapter 5: Creating Geometry
Procedure
To crea te a Bool ea n f r o m ob j ects th at ma tch ma te r i a l
IDs to material:
1.
Create a B oolean (page 1–341) using at least one
object that has a multi/sub-object material (page
2–1594) assig ned to it.
2. On the Pick Boolean rollout, click Pick
Operand B.
3. Click in a viewport and select the B operand.
3ds Max displays the Match Attach Opt ions
dialog.
4. Choose Match Material IDs to Material to
complete the Boolean operation.
Inter face
Match Materia l IDs to Mater ial—3ds Max modifies
the number of material IDs in the combined object
to be no greater than the number of sub-materials
assigned to the operands. For example, if you
combinetwoboxesthathavestandardmaterials
and e ach box is assig ned six material IDs (the
default), the resulting combined object has two
operands with one material ID each, rather
than the 12 tha t would result from using the
Match Material to Material ID option. After you
complete the operation, 3ds Max creates a new
multi/sub-object material with two slots. 3ds Max
assigns the sub-materials to the operands as they
appeared before the operation. The numb er of
resultingmaterialIDsmatchesthenumberof
materials between the original objects. You might
use this option to reduce t he number of material
IDs.
Match Materia l to Materia l IDs—Maintains the
original material ID assig nment in the operands
by adjusting the number of sub-materials in
the resultant multi/sub-object material. For
example, if you combine two boxes, both
assigned single materials, but with their default
assignment of six material IDs, the result would
be a multi/sub-object material with 12 slots (six
containing instances of one box’s material, and six
containing instances of the other box’s material).
Use this option when it’s important to maintain
the original material ID assignments in your
geometry. Also use this option when material IDs
have been assigned, but materials have not been
assigned.
Note: To make the instanced sub-materials unique,
select them in Track View, an d click the Make
Unique button on the Track View toolbar. You
canalsomakethemuniqueoneatatimewiththe
Make Unique button (page 2–1442) in the Material
Editor.
Do Not Modify Mat IDs or Material—If the number of
materialIDsinanobjectisgreaterthanthenumber
of sub-materials in its multi/sub-object material,
then the resultant face-material assignment might
be different af ter the Bo olean operation.
Discard New Oper a nd Ma ter ial Discards the
mate rial assig n ment of operand B. 3ds Max assigns
operand A’s material to the Boolean object.
Discard Original Material—Discards the material
assignment of operand A. 3ds Max assigns
operand B’s material to the Boolean object.
Note: A UVW Map modifier (page 1–922) must be
used with compound objects to apply mapping
coordinates.