Graphics Programs Reference
In-Depth Information
Note:
Because there is no background in your Material Editor, it
may look like nothing has happened. To add a default
Max background, select the small checkerboard image at
the upper-right side of your Material Editor. This will add a
checkered background to your selected material.
Adjusting the Shader Type
Most 3D applications have default shader types. Certain
shader types work better for certain results. Some allow for
multiple highlights, and others absorb light better for skin tex-
tures. Basically, they are preset material types that give you a
good starting point when creating your own materials.
I don't want to get into a lot of detail regarding shader
types right now, but rather show you where they lie in the edi-
tor and let you explore a bit on your own. In the beginning it's
not very critical to use anything other than the default shader
type (called Blinn). As your skills progress within the Material
Editor, you will inevitably explore these on your own.
The different shader types are located in the Shader Basic
Parameters rollout.
Figure 4-6: The Shader Basic Parameters rollout
If you open the shader types list, you'll find a number of differ-
ent shader options. Some of these are fairly obvious (Metal
and Translucent Shader), while others are a bit more obscure
sounding. Play around with each shader type on your own. In
most cases, the basic parameters won't even change; the only
 
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