3ds Max & AutoCAD Interoperability- Part 3 - Creating Materials

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Last modification: 26 Feb, 2018
Industry
  • Design Visualization
Subject
  • 2012
  • Media Management
  • Building Levels
  • Environment
  • Workflow
Products
  • 3ds Max
Skill Level
  • Intermediate
Duration
10 min

3ds Max & AutoCAD Interoperability- Part 3 - Creating Materials

In this Part 3 tutorial, learn the basic principles on creating materials befitting your scene elements. Mostly, you will explore the Multi/Sub-Object material as this is very important in architectural environments, where you need to apply different materials to the same object.

 

 

 

Notes

  • Recorded in: 3ds Max 2012, AutoCad 2012
  • This tutorial is intended for use with 3ds Max version 2012 or higher.

Transcript

00:00:02 --> 00:00:08
With the walls and floors in place, let's take a look at how you can improve the scene by applying simple materials to objects.

00:00:09 --> 00:00:13
You'll come back later to more modeling to create doors, windows and curtain walls.

00:00:14 --> 00:00:21
Commonly, you use the Standard material for the Scanline renderer and the Arch & Design material for the mental ray renderer.

00:00:22 --> 00:00:29
In this movie however, you'll be focusing on the Multi/Sub-Object material, which is crucial in architectural rendering.

00:00:30 --> 00:00:40
As its name implies, the Multi/Sub material enables you to apply multiple materials, Standard, Arch & Design or otherwise, to a single object in the scene.

00:00:40 --> 00:00:44
This is done by manipulating the face IDs on objects.

00:00:45 --> 00:00:50
Currently, this scene is set to use the Scanline renderer, that's fine for now.

00:00:50 --> 00:00:54
Imagine you want to apply an off-white color to the interior walls.

00:00:55 --> 00:00:58
This can easily be done by creating a Standard material,

00:01:01 --> 00:01:04
specifying an off-white color to the diffuse channel,

00:01:06 --> 00:01:10
and then applying the material to the interior walls in the scene.

00:01:10 --> 00:01:15
But then your kid comes along and says: No, no, I want my room to be yellow…

00:01:16 --> 00:01:23
You could potentially select and detach the faces that make that room into a separate object, but there's a better way.

00:01:25 --> 00:01:30
In the Material Editor, drag a Multi/Sub-Object material into the viewer.

00:01:30 --> 00:01:33
Double-click the node to see the material's properties.

00:01:34 --> 00:01:38
The Multi/Sub-Object material is really a container for other materials.

00:01:39 --> 00:01:46
You can link materials to each individual channel, in this case the off-white material to channel or ID #1.

00:01:48 --> 00:01:52
Create another Standard material based on a yellow Diffuse color.

00:01:58 --> 00:02:02
Link it to the second channel, ID #2

00:02:03 --> 00:02:07
This is basically saying that when you apply the Multi/Sub-object material to an object,

00:02:08 --> 00:02:16
Any faces identified as ID #1 will be off-white, and any faces identified with ID #2 will be yellow.

00:02:16 --> 00:02:22
You can have up to a 1000 IDs or sub-materials although it's doubtful you will need that many.

00:02:23 --> 00:02:26
Set them to 2 for now.

00:02:28 --> 00:02:32
Apply the Multi/Sub-Object to the interior walls.

00:02:32 --> 00:02:37
The walls are mostly white but the gaps you bridged earlier are yellow.

00:02:37 --> 00:02:41
You need to adjust the face IDs to get things to look right.

00:02:41 --> 00:02:46
Select the walls and in the modify panel, go to Polygon mode.

00:02:47 --> 00:02:52
Press Ctrl+A to select all faces and then set their ID to 1.

00:02:53 --> 00:02:55
All walls are now white.

00:03:00 --> 00:03:05
Select the faces that make the inside of the smaller room,

00:03:21 --> 00:03:23
and set the ID to 2.

00:03:23 --> 00:03:26
The inside walls of that room are now yellow.

00:03:27 --> 00:03:34
If you want additional colors (for other rooms), then you can expand the Multi/Sub-Object material to more channel IDs.

00:03:35 --> 00:03:38
You can then assign the object's face IDs accordingly.

00:03:38 --> 00:03:43
Try this little exercise by making the kitchen partition blue.

00:04:00 --> 00:04:07
Next you'll take a look at the outer wall. Let's say you're looking for a brick exterior and a paint interior.

00:04:08 --> 00:04:10
Create a new Multi/Sub-Object material.

00:04:11 --> 00:04:16
Set its first channel ID to be an instance of the off-white color material you created earlier.

00:04:17 --> 00:04:21
Apply the newly created Multi/Sub-Object material to the exterior walls.

00:04:22 --> 00:04:26
The effect is far from perfect but you still need to adjust the face IDs.

00:04:35 --> 00:04:42
Make sure the exterior wall object is selected, go to the Modify panel and access Poly sub-object mode.

00:04:43 --> 00:04:50
Select all the faces (Ctrl+A) and set them to ID #1. Now the exterior walls are all white.

00:04:52 --> 00:04:55
Select the Outer faces,

00:05:07 --> 00:05:12
and set them to ID #2. At this time, they turn black.

00:05:16 --> 00:05:19
Drag in a new Standard material into the viewer.

00:05:20 --> 00:05:28
Set that Standard material to be based on a brick Diffuse bitmap. You will find one in the zip file you downloaded for this tutorial.

00:05:30 --> 00:05:35
Make sure the new standard material is set to display its maps in the viewport,

00:05:36 --> 00:05:38
and link it to channel ID #2.

00:05:39 --> 00:05:45
The wall sections are still black in the viewport but that's only because you need to define mapping coordinates.

00:05:45 --> 00:05:51
Exit Polygon mode and apply a UVW Map modifier to the exterior walls.

00:05:52 --> 00:05:58
Set it to Box mode and set the Length/Width/Height values to 4'

00:06:02 --> 00:06:05
Now the outer walls are accurately mapped with bricks.

00:06:06 --> 00:06:12
You typically would want to enhance the bricks material with bump and specular maps but that's not the focus of this tutorial.

00:06:13 --> 00:06:19
On the other hand, let's revisit the yellow room and see how you can paint the outer wall yellow.

00:06:20 --> 00:06:23
Go down the stack to Editable Poly > Polygon mode,

00:06:23 --> 00:06:28
and notice that there's a stretch of wall that extends from the smaller room to the master bedroom.

00:06:29 --> 00:06:34
You need to separate the two sections before you can change the face IDs.

00:06:34 --> 00:06:38
Press F3 on the keyboard, it's easier to do this in wireframe mode.

00:06:39 --> 00:06:45
Switch to Edge mode. Select all the horizontal edges that make that strip of wall.

00:06:46 --> 00:06:48
Use the Connect Setting box.

00:06:48 --> 00:06:56
Use one segment only and adjust the Slide value to make sure the division happens where the interior wall is.

00:07:00 --> 00:07:04
Go back to Polygon mode and select the walls that are meant to be yellow.

00:07:08 --> 00:07:10
Set them to ID #3.

00:07:10 --> 00:07:16
Again they turn black but that's because you haven't yet defined the material's third channel.

00:07:21 --> 00:07:30
In the Slate Material Editor, instance the yellow material you created earlier into the third channel ID of the new Multi/Sub-Object material.

00:07:31 --> 00:07:36
You may need a quick refresh, just pan the view a bit until the outer wall turns yellow.

00:07:37 --> 00:07:43
For good measure, set that new material to be based on three sub-materials only.

00:07:43 --> 00:07:46
You can always add more later, as you need them.

00:07:46 --> 00:07:51
Also, it's a good idea to rename the Multi/Sub-Object materials.

00:08:04 --> 00:08:08
For the floor, you first need to convert it into an Editable Poly.

00:08:09 --> 00:08:14
You can then use the same technique to separate the floor surface ID from the rest of the slab.

00:08:23 --> 00:08:29
This way, you can create and apply a Multi/Sub-Object material based on two ID channels.

00:08:30 --> 00:08:34
One where you can instance the off-white color which works well for the ceilings,

00:08:35 --> 00:08:43
and another that you can define as floor surfacing with a tiling bitmap like the one you downloaded for this tutorial.

00:08:55 --> 00:08:59
Again you will need to adjust your mapping coordinates for this to work well.

00:09:01 --> 00:09:08
If you want to have different floor surfacings, then you'd need to subdivide the surface like you did with the exterior walls earlier.

00:09:09 --> 00:09:13
This way you can define more face IDs and more sub-materials.

00:09:13 --> 00:09:20
If you have time, add and apply a Standard material based on a cement bitmap for the balcony slab.

00:09:34 --> 00:09:38
You will also need to apply mapping coordinates for that to work well.

00:09:42 --> 00:09:46
In the next movie, you'll create pivot and sliding doors.

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Tags
  • 3ds Max
  • 2012
  • Media Management
  • Building Levels
  • Environment
  • Workflow
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