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Material
Libraries
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
Siggraph 2002
I’d like
to thank Jeff Mottle for hosting a great get-together for the cgarchitect
participants of Siggraph 2002. Frankly, I was a little surprised
there are so many architects at Siggraph, especially with the economy
lagging these days. Siggraph is heavily skewed toward the film and
television crowd with a fair amount of computer gaming thrown in.
When you think
about it though, many of you entered into architecture to create
spaces and worlds for people to exist in. That’s pretty much
what movies and games are all about even though it may be for entirely
different reasons. Both areas of visualization have lots that they
can learn from each other. For example, the movie industry could
learn more about space and scale in the fantasy worlds they create
within the computer and architects could learn about storyboarding
and pre-planning that would allow much move efficient scenes that
contain only what the client needs to see.
If I had to
choose a common technical theme throughout my conversations it would
seem that better control of shadows and reflections were high on
many of your lists. Also better methods of creating immersive environments
for your clients to wander freely about in, while retaining high
quality lights and materials was mentioned in several conversations.
The software
industry is making great strides in that direction and hardware
is almost a non-issue with all the powerful systems being offered
at reasonable prices.
It was great
to see some old acquaintances and to meet some new ones and to hear
impressions of what is happening with visualization in the architectural
fields. I really want to thank those of you who didn’t make
it to the reception, but did stop me on the show floor to introduce
yourselves and let me know that you read this column.
Hope to see
more of you next year in San Diego.
Now Where Did I Put That?
A question that
is posted quite often on the various VIZ and max support forums
is “why can’t I have more than 24 materials?”
so I thought I would ramble through some of the tools and concepts
available for storing and locating materials while covering some
more general materials issues along the way. Keeping track of your
materials will increase productivity by reducing the amount of time
you spend searching for and recreating materials.
There are essentially
three places that materials can be stored in either 3ds max or Autodesk
VIZ:
•
Material Editor – materials can be kept in the 24 Material
Editor sample windows
• Scene – materials can be applied to, and retrieved
from, objects in the scene.
• Material Library – materials can be stored in a separate
file with the .mat file ending
Material Editor: The First Choice
Very often you
will be creating your materials from scratch in the Material Editor,
as a matter of fact, I tend to recommend it, even though the learning
curve seems steep at first.
Use the materials
that ship with the software and materials that you may get from
other sources as guides to creating your own materials. The materials
in your scene will be the primary component of visualization that
defines your style and acts as your signature to distinguish your
work from others. Take the time to learn the ins and out of the
Material Editor and how the materials you create interact with light
to make your images stand out. There is nothing more discouraging
than to go into a presentation or job interview and have your scenes
looking similar to the last applicant because all the materials
are “out of the box”.
When you open
the Material Editor you are presented with six sample windows with
spheres that show a representation of the materials you are creating.
I say representation because of the lighting and the fact that it
is a sample sphere by default. Scene lighting affects the look of
your material profoundly. You will often get a great looking material
on the sample sphere that is just plain embarrassing when rendered.
Two things are the cause of this, the lighting and the shape of
the surface. The shape of surfaces is especially important for materials
with reflections and specular highlights as each play very differently
over a flat or curved surface.
TIP:
If you create an object that is about 100x100x100 units and save
it to a file, (optionally with lights, camera, and mapping coordinates),
you can it in any sample window in place of the default sphere.
See Figure 1 for a lofted object that has a combination of flat
and curved surfaces. In the Material Editor, go to Options, Custom
Sample Objects and load the file. Then in the Material Editor, click
the Sample Type button and you will have a new flyout button that
will call the new sample object. To better see the results of any
reflections in the material you can also turn on the Background
toggle to see a checkered background in the sample window.
Figure
1: A Custom Sample Object used in the Material Editor for more accurate
material rendition.
Note:
Radiosity and Light Tracer rendering effects are never seen in the
Material Editor
See why I said
I’d ramble…when you create a material in the Material
Editor and save the file the material remains in the editor and
will be there when you open the file again. However, if you create
a material in the Material Editor and quit or reset without saving
the material is lost forever.
Scene Materials: A Better Choice
When you create
materials in the Material Editor and assign them to objects in the
scene the materials are, of course, saved with the file. Even if
you clear the Material Editor, as long as a material is assigned
to an object it is not deleted from the scene.
Let’s
assume you have created one material and assigned it to an object
in the scene. By the way, you can tell that a material has been
assigned to an object in the scene by the triangles in the corners
of the sample window. These triangles indicate a “hot”
material; when you change the material in the Material Editor it
will automatically update in the scene.
For whatever
reason, you then drag one of the default sample windows on top of
your hot material sample window. Your material disappears along
with the triangles in the sample window. The material is still on
the object in the scene even though it is not in the Material Editor
any longer.
But, you were
not really finished editing that material and now it’s gone
and you can’t make any changes! No, that’s not the case
at all. You can retrieve materials from objects in the scene and
place them back in the Material Editor by using the eyedropper button
(Pick Material from Object) just to the left of the material name
field and picking the object in any viewport.
Note: if you
replace a material in a sample window that hasn’t been assigned
to an object in the scene, you will lose that material.
TIP:
if you double-click on a sample window, you can magnify the window
for better viewing. You can also rotate the sample by holding the
mouse wheel down and moving the cursor over the original sample
window (not the magnified one) or you can right click on the sample
window and use Drag/Rotate.
Material
Libraries: The Best, Hands Down Choice
The best method
of dealing with materials is to use Material Libraries. These are
specific files with the .mat ending that store the descriptions
of your materials. The biggest advantage of storing materials in
libraries is that the materials will be available from any scene
and by all users in your company. It is a good habit to put your
material in a library as soon as you create it.
The process
goes like this the first time around:
1. You create
a material in the Material Editor and click the Get Material button
to call the Material/Map Browser. By default this show you a list
of new material types (blue spheres) and map types (green or red
parallelograms). See Figure 2.
Figure
2: The default Material/Map Browser shows material and map types
Note:
the red parallelograms indicate Show Map in Viewport is active for
that map.
2.
In the Browser, check the Browse From: Mtl Library radio button
and you get a list of material and maps in the current library,
which by default is 3dsmax.mat or 3dsviz.mat.
3. At the top right of the Browser, click the Clear Material Library
button. This is non-destructive! It only clears the list and does
nothing to the .mat file on disk.
4. Drag and drop your material from the sample window to the Browser.
5. In the Browser, click File:Save As and choose a sub-directory
and filename that is appropriate.
Material Libraries
may be opened from any scene and the material can be dragged from
the library to any sample window in Material Editor or directly
onto objects in the scene.
TIP:
if you have Microsoft Access on your machine when you install max
or VIZ the Windows file association may be set to .mat files from
Access. Changing the Windows file association to max or VIZ will
allow you to use the library files but will not harm Access in any
way.
Set your Material
Libraries up in logical groupings that make sense for your production
environment. The material descriptions do no take up much disk space
and can be duplicated in many different libraries. For example,
you should have a Material Library that contains all the materials
for each project, but you can also have libraries that contain all
stone materials or sky materials, or a library that contains high-resolution
materials. Each of those libraries may contain some of the same
material descriptions.
Accessing
Materials in a Scene
You now know
that materials may be stored in a scene, but there are several areas
of a scene from which you can view those materials by choosing from
the Browse From options. You can browse from:
•
Material Library – an open library file
• Mtl Editor – the 24 material sample
windows
• Active Slot – only the selected sample
window in Material Editor
• Selected – materials on the selected
objects in the scene
• Scene – all materials assigned to
objects in the scene
• New – the default listing of all
material and map types used to create new materials
The
Material/Map Browser also has an option in the File area to merge
Material Libraries into the current library. This would allow you
to make all wood materials available in the current project file,
for example.
Summary
So, the answer
to the original question is that you are not limited to only 24
materials. For all practical purposes there is no limit to the number
of materials, only that you may only view and edit a maximum of
24 at any one time. In addition you could have 24 complex materials
like Multi/Sub-Object or Blend materials that have multiple levels
of blending in the Material Editor at any one time. Each sub-material
could be dragged and drop individually onto objects in the scene.
There is plenty
of flexibility in the system and it essentially becomes a management
issue to coordinate all users to be familiar with library structure
and to have policies in place to keep from overwriting or recreating
existing materials.
Take the time
to investigate the options available in the Material Editor so you
can quickly create and edit your materials for knockout presentations
that give you the edge over your competition.
Have fun and
good luck.
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