tailieunhanh - Mastering Autodesk 3ds Max Design 2011 phần 6

Điều này mở ra các biến dạng Scale (X) hộp thoại thể hiện trong hình 7,31. Đường màu đỏ, hiện tại giá trị 100, chỉ ra rằng quy mô của loft luôn ở 100% kích thước thiết kế của nó. Nói cách khác, tất cả các mặt cắt xuất hiện ở kích thước giống như của họ instanced các đối tác. | 460 chapter 9 enhancing models with materials Selecting Two-Sided Materials The 2-Sided option is sometimes needed to correct improper normal orientation in models that have been imported from other 3D programs particularly CAD programs. This option isn t usually as critical for models built entirely within 3ds Max because the surfaces are usually facing in the correct direction and single-sided materials generally are sufficient. 6. Click the None button next to the Diffuse Map label and in the Material Map Browser open the Maps group and then the Standard group. Then double-click Bitmap. 7. In the Select Bitmap Image File browser that opens navigate to the C Program Files Autodesk 3ds Max Design 2011 maps ArchMat folder. Your actual folder path may vary. 8. Double-click the Woods file to add it to the Diffuse Map channel of the current material and return to the Material Editor. 9. This time rather than selecting the destination and clicking the Assign Material to Selection button simply click in the material slot and drag it to the floor as shown in Figure . A tooltip appears identifying the object to which the material will be assigned. 10. Render the scene with the floor material added. It s difficult to see any change because the tile pattern isn t evident. Try changing the lighting in the scene to see how it affects the materials. Remember that a surface s rendered appearance is the result of the combination of its geometry lighting and materials. FIGURE Assigning a material by dragging it into the scene Adding Material Mapping Coordinates If you just want to manipulate the color transparency and shininess of an object you can usually create or use a material that doesn t use bitmaps to simulate a texture. Once you start to add a texture using bitmaps you ll need to specify how that texture is applied to the object. You ll want to tell 3ds Max the size of the texture in relation to the object as well as its .

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