《8. Material Libraries》 -----本字幕由雷天音 整理制作----- When working on a tight timeline or simply wanting to start by using a material
【----QQ 568031962----】 that's already been put together, you'll find yourself utilizing one of 3ds
【----ACELY STUDIO----】 Max's material libraries.
A library is simply a handful of pre- made ready to go materials that you can
quickly and easily pull right off the shelf and apply to a scene.
Using a file named Material Libraries, let's take a look at some of the
essential elements of working with a library that you need to be familiar with.
Now as we get going, it's important to know that Material Library materials have
both their advantages and disadvantages.
The advantage comes from the fact that the material is already made, making it a
very fast and easy process to get a skin into a 3D scene.
The pre-built nature of the material though is also the disadvantage.
And that anyone who owns a copy of 3ds Max is going to have access to the very
same set of skins as you do.
So where a Material Library can get you out of the bind, timewise, it can also
create its own set of problems being that your skins will, needless to say, have
a much higher probability of looking like everyone else's,
in that's no way of separating your work from the rest of the pack.
Just be sure to keep that in mind as you work on your own personal projects.
Anyway, with that said, they do certainly serve their purpose.
Now to get to a library, you'll want to click on the Get Material command at the
far left side of the horizontal row of icons.
Now in the browser, in the upper left- hand corner, from the browse from list,
you'll change to Material Library.
By default, Max will take you to the Material Library's folder of the current
project, unless you have copied the Material Library files to that location.
Now down the left-hand side about halfway down in the File category, click on Open.
By default, Max is going to take you to the Material Library's folder of
the current project.
And unless you have copied the Material Library files to that location
you'll now have to navigate to where Max originally stores them when the
software is first installed.
These are all individual libraries, each storing a different set of materials.
The largest library, and the one that you are more than likely to use most often,
is the first in the list, 3ds Max. Let's open that.
Now the blue spheres represent the actual materials listed by name in
alphabetical order.
You will be able to see a thumbnail version of that material by simply
clicking on it once.
Going to the right and turning off Root Only will display not just the
materials, but also the maps that were used to build those materials.
You'll notice that some of the maps in the list are identified using green
slanted box markers while others are shown as red boxes.
The difference with those is determined by whether or not that particular map
has had its Show Map in Viewport option automatically turned on.
The maps with the red markers have.
Above the material names, you have also got a few options that allow you to
change the way a library's contents are displayed within the window.
Here they are by list, by list and icon.
You also have options for small icons and then larger ones.
Let's go back to the far left, choosing View List.
Staying at the top, there are also commands for updating, deleting and clearing
the current library.
Now as far as using the materials, there are a couple of different ways you can
get them into the Material Editor:
using a drag-and-drop or simply by double-clicking on any the icons.
Let's go down to the bottom of the list, looking for Wood_Walnut.
Now once that's loaded in, why don't we drag-and-drop the material onto the
Toolbox body in our scene?
Once we have done that, we will go ahead and render.
Now for a different skin, let's find Wood_Burloak in the list,
dragging-and-dropping it into the editor.
Once we have it in place, we will drag it into our scene, replacing the original
material and render again.
Now you can also pull skins directly into the viewport.
Let's do that with the Wood_White_Plank,
again applying it to the Toolbox body.
With that in place, we will render again.
Now the disadvantage of going right into the view is that if any changes to the
skin are needed, you will inevitably have to get things back into the Material
Editor to make those adjustments.
So, for that, we will select the clean material slot, drop down to the eyedropper
below the horizontal row of icons and then click on the Toolbox body.
Once we have it in place, we will jump up on the Diffuse map branch, so we
can work on the map.
Why don't we now change the tiling the 3 and 1 and over at the right on the W
angle, we will move that to 90.
Once we have made those adjustments, we will render again.
Now opposed to a wooden exterior, let's instead use a steel.
We will look for metal steel, getting it into the editor.
Then we can drag-and-drop that in place and render again.
Okay, for the Toolbox handles, let's this time choose Metal_Black_Plain.
We will select all three handles in the scene and then drag-and-drop the
material into position.
Now this time around because there are more than one object selected, we will
want to choose Assign to Selection.
Once we have done that, we will render again.
Now as we saw when we went into the Material Files folder, there's quite a few
different libraries that you can choose from.
Let's see if we can take a look at that.
Back in the browser on the left-hand side, we will again choose File>Open.
In the materiallibraries folder, let's this time select
architectural.materials.woods & plastics.
So, here we have a completely different library with completely different skins.
To set things up, let's go into our viewport and select the table under the Toolbox.
Now we will hit Z to activate the Zoom Extend Selected command.
Okay, let's go back in the browser, find Wood.Maple and drag it directly into the
scene on top of the table.
Once we have done that, we will go ahead and render.
Now, if you are using the mental ray rendering engine, you will have even more
libraries to choose from.
Currently being set up with the Scanline renderer,
let's change that to the mental ray.
We can do that directly in the rendered window up at the top, clicking on Render Setup.
Now we can drop down to the bottom of the list, opening up the Assign Renderer tab.
From here, to the right of Production, we will click on the icon that looks
like three dots and from the list, we will choose mental ray renderer and double-click.
Okay, why don't we now close the dialog and the render window?
Now back in the browser, we will open a different library.
This time from the list, we will choose Autodesk.Max.Promaterials.PlasticVinyl.
In the scene below the table, there is a floor.
Let's take the first material on the list, Plastic Black Low Gloss and drag it
to the floor and render.
We can actually a better view of that by activating our camera view and
rendering one more time.
The camera activation will be done simply by tapping C on the keyboard.
So that will get you started with using Material Libraries.
They are fast, they are easy and they can get you out of a bind when you are
needed to get something out in a hurry.
-----本字幕由雷天音 整理制作----- -----更多Lynda字幕请访问我的人人----- -----联系邮箱：acely@126.com----- I will go ahead and save the file up as Material Libraries Completed, if you
would like to take a look.