Autodesk 12812-051462-9011 User Guide 3 - Page 477
Shell Material
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Top Material and Bottom Material Click to display the parameters for the top or bottom sub-material. By default, a sub-material is a Standard material with Blinn shading. The check box to the right of each button lets you turn off that material, making it invisible in the scene and in the sample slot. Swap Swaps the position of the top and bottom materials Coordinates group Controls in this group let you choose how the software determines the boundary between top and bottom. World Faces point up or down according to the scene's world coordinates. When you rotate the object, the boundary between top and bottom faces remains in place. Local Faces point up or down according to the object's local coordinates. When you rotate the object, the material rotates with it. Blend Blends the edge between the top and bottom sub-materials. This is a percentage that can range from 0 to 100. At 0, there is a sharp line between the top and bottom sub-materials. At 100, the top and bottom sub-materials tint each other. Default=0. You can animate this parameter. Position Determines where the division between the two materials lies on an object. This is a percentage that can range from 0 to 100. 0 is at the bottom of the object, and displays only the top material. 100 is at the top of the object, and displays only the bottom material. Default=50. You can animate this parameter. Shell Material Render to a texture. > Material Editor > Pick Material from Object > Click object with "baked" material. The Shell material is for use with texture baking on page 6371. When you use Render To Texture to bake a texture, it creates a Shell material that contains two materials: the original material used in the rendering, and the baked material. The baked material is a bitmap that is saved to disk by Render To Texture. It is "baked," or attached to an object in the scene. 5732 | Chapter 19 Material Editor, Materials, and Maps