3D MAX TUTORIALS

 

Standard Material

Material Editor > Type button > Material/Map Browser > Standard

Scooter rendered with the default standard material

Standard material is the default material in the Material Editor sample slots. There are several other kinds of material types.

The Standard material type provides a fairly straightforward way to model surfaces. In the real world, the appearance of a surface depends on how it reflects light. In 3ds max, a standard material simulates a surface's reflective properties. If you don't use maps, a standard material gives an object a single, uniform color.

This topic introduces the controls for Standard material, exclusive of mapping.

Standard Color Components

A surface of a "single" color usually reflects many colors. Standard materials typically use a four-color model to simulate this. (There are some variations depending on which shader you use.)

  • Ambient is the color of the object in shadow.

  • Diffuse is the color of the object in direct, "good" lighting.

  • Specular is the color of shiny highlights.

  • Filter is the color transmitted by light shining through the object.

    The filter color component isn't visible unless the material's Opacity is less than 100%.

When we describe an object's color in conversation, usually we mean its diffuse color. The choice of an ambient color depends on the kind of lighting. For moderate indoor lighting, it can be a darker shade of the diffuse color, but for bright indoor lighting and for daylight, it should be the complement of the primary (key) light source. The specular color should be either the same color as the key light source, or a high-value, low-saturation version of the diffuse color.

For more tips on choosing color components, see Choosing Colors for Realism.

Other Standard Material Components

A standard material's specular color appears in highlights. You can control the size and shape of the highlight. A polished surface has a small and strong highlight. A matte surface has a large, weak highlight, or no highlight at all.

Standard materials also have controls for making the object appear transparent, and for making it self-illuminating so that it appears to glow.

Along with the material's color components, components also refers to the parameters that control highlights, transparency, self-illumination, and so on.

Interface

The interface for a standard material is organized into several rollouts:

Shader Basic Parameters Rollout

Basic Parameters Rollout

Extended Parameters Rollout

SuperSampling Rollout

Maps Rollout

Dynamics Properties Rollout


Comments

Home
Selectiong Objects
Selection Commands
Objects Properties
Programmers Forum
Birthday Gift Baskets
Creating Geometry
Transforms: Moving, Rotating, and Scaling Objects
Creating Copies and Arrays
Effects and Post-Production

Systems Animation
Character Assemblies Lights and Cameras
Advanced Lighting
Material Editor, Materials, and Maps
Rendering
3D MAX FORUM

Managing Scenes and Projects
Utilities
User Interface
Customizing the User Interface
Default Keyboards
Transforms: Moving, Rotating, and Scaling Objects
Creating Copies and Arrays
Rendering to Textures

Introduction
Glossary
Getting Started with 3ds max
Viewing and Navigation 3D Space
Modifiers
Surface Modeling
Precision and Drawing Aids
SpaceWarps and Particle
Adobe_Premiere Tutorials

Web Designer - offers freelance web design services, redesign, graphic design, content management, web development and e-commerce.
LTD