
Top of page The Interface and basic functionality at the 'Material' level Please read the sample data instructions before downloading. In order to follow this tutorial, you may want to use the supplied files.

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The extra effects added at the 'Map' level/s' will be dealt with later Download Sample Data This is before adding extra effects with computer generated (procedural) or image maps. This tutorial explores the interface and basic functionality of the Material Editor at the 'Material Level'. A material describes how an object reflects or transmits light and material properties work hand-in-hand with light properties rendering combines the two, simulating how the object would look in a real-world setting Materials create greater realism in a scene. Map coordinates can also be edited in the Material Editor acting on the material itself and most standard primitives have the option of applying map coordinates when the object is created (although these usually need modifying) These instructions are called mapping coordinates and are most often handled (apart from loft mapping) by the use of map modifiers. Materials that contain one or more images or procedural maps are called mapped materialsįor many map types, the Renderer needs instructions telling it where the map should appear on the geometry. tga files) and procedural (meaning they are computer generated) maps, such as Brick or Noise.You can assign maps to most of the components that make up a material. Commonly used maps for landscape work include standard bitmaps (such as.

The images or procedural effects you assign to materials are called maps. Materials affect the colour of objects, their glossiness, their opacity, and so on. A material is data that you assign to the surface or faces of an object so that it appears a certain way when rendered. The Material Editor provides functions to create and edit materials and maps.
