3D Studio 3.0 Help File: Materials Editor
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    >INDEX
>1 ( The Current Material Slot )
The Current Material slot displays the name of the material that 
appears in the active sample window outlined in white.  Click 
the slot to create or edit the current material name.
>2 ( The Flat Button )
The Flat button applies a single color to each face of the object, 
based on the angle of the face to the light.  The result is a 
faceted object with no smoothing across the face edges.
>3 ( The Gouraud Button )
The Gouraud button interpolates color across each face, based 
on the color of its three vertices.  The result is gradations of 
color that create a smoothing effect across the edges between 
faces.
>4 ( The Phong Button )
The Phong button interpolates color at each pixel of each face.
The result is a smoothing effect that is more realistic than the 
Gouraud button produces.
>5 ( The Metal Button )
The Metal button is similar to Phong, but produces a more 
metallic effect by mixing diffuse and ambient colors differently.
It increases the contrast of the specular highlight and adds 
brighter highlights on areas affected by glancing light.
>6 ( The 2-Sided Button )
The 2-Sided button applies the current material to both sides of 
each face on an object.
>7 ( The Wire Button )
The Wire button turns wireframe mode on and off, and sets the 
type and thickness of the wireframe.  When wireframe mode is 
on, the wire portions of a rendered object show its material 
properties, such as shading, mapping and shininess.
>8 ( The Soften Button )
The Soften button softens the effect of specular highlights 
formed by glancing light on Phong materials.  Turn this button 
on when Shininess is set low and Shin.  Strength is set high.
>9 ( The Ambient Button )
The Ambient button controls the color of areas that are not in 
direct light, but rather in indirect light or shade.
>10 ( The L Buttons )
The L (Lock) buttons lock together the color buttons on either 
side of them, so that 3D Studio treats their corresponding 
swatches as a single color.
>11 ( The Diffuse Button )
The Diffuse button controls the color of lighted areas on an 
object.
>12 ( The Specular Button )
The Specular button controls the color of the highlighted area on 
a shiny object.
>13 ( The R Slider )
The R slider sets the red component of a material's ambient, 
diffuse, or specular area.
>14 ( The G Slider )
The G slider sets the green component of a material's ambient, 
diffuse, or specular area.
>15 ( The B Slider )
The B slider sets the blue component of a material's ambient, 
diffuse, or specular area.
>16 ( The H Slider )
The H (hue) slider sets the color of a material's ambient, diffuse, 
or specular area.
>17 ( The L Slider )
The L (luminance) slider sets the brightness, or intensity, of a 
material's ambient, diffuse, or specular area.
>18 ( The S Slider )
The S (saturation) slider sets the purity of a material's ambient, 
diffuse, or specular area.
>19 ( The Shininess Slider )
The Shininess slider determines how fast light falls off of an 
object, based on the angles of the light to the object (i.e., it 
determines the size of the specular highlight).
>20 ( The Shin. Strength Slider )
The Shin. Strength slider affects the intensity of the specular 
highlight.
>21 ( The Transparency Slider )
The Transparency slider determines how transparent an object 
is.  However, 3D Studio ignores it if an opacity map is active.
>22 ( The Trans. Falloff Slider )
The Trans. Falloff slider determines the transparency of 
rendered pixels based on the angle of face normals from your 
view.
>23 ( The Reflect. Blur Slider )
The Reflect. Blur slider determines the sharpness of reflection 
bitmaps.
>24 ( The Self Illum. Slider )
The Self Illum. slider creates the effect of a light source, such as
a headlight, by reducing the ambient effect on a material.
>25 ( The Sub Button )
The Sub button subtracts the color of a transparent material from 
the background color.
>26 ( The Add Button )
The Add button adds the color of a transparent material to the 
background color.
>27 ( The In Button )
The In button increases the transparency of an object as the face 
normals rotate toward your point of view.
>28 ( The Out Button )
The Out button increases the transparency of an object as the 
face normals rotate away from your point of view.
>29 ( The Highlight Window )
The Highlight window displays a curve that represents the 
combined effect of the Shininess and Shin. Strength sliders.
>30 ( The Face Map Button )
The Face Map button applies the mapped material to every facet 
of an object, ignoring its mapping coordinates (if any).
>31 ( The Texture 1 Map Type Button )
Texture 1 assigns a texture map to the current material.  A 
texture map determines the surface color and pattern of an 
object, based on the bitmap image you select to use for the 
Texture 1 map.
>32 ( The Texture 1 Amount Slider )
The Texture 1 Amount slider determines the degree to which the 
bitmap image in the corresponding Map slot is applied to the 
current material.
>33 ( The Texture 1 Map Slot )
The Texture 1 Map slot lets you select a bitmap image to use for 
the Texture 1 map.  After you select the bitmap, the Map slot 
displays its corresponding filename.  If you don't assign a 
bitmap, it displays "NONE."
>34 ( The Texture 1 Map Slot S Button )
The Texture 1 Map slot S button displays the Mapping Parameters 
dialog box for the bitmap in the corresponding Map slot.
>35 ( The Texture 1 Mask Slot )
The Texture 1 Mask slot lets you select a bitmap that "masks" 
the image in the Map slot.
>36 ( The Texture 1 Mask Slot S Button )
The Texture 1 Mask slot S button displays the Mapping Parameters 
dialog box for the bitmap in the corresponding Mask slot.
>37 ( The Texture 2 Map Type Button )
Texture 2 assigns a second texture map to the current material.
>38 ( The Texture 2 Amount Slider )
The Texture 2 Amount slider determines the degree to which the 
bitmap image in the corresponding Map slot is applied to the 
current material.
>39 ( The Texture 2 Map Slot )
The Texture 2 Map slot lets you select a bitmap image to use for 
the Texture 2 map.
>40 ( The Texture 2 Map Slot S Button )
The Texture 2 Map slot S button displays the Mapping Parameters 
dialog box for the bitmap image in the corresponding Map slot.
>41 ( The Texture 2 Mask Slot )
The Texture 2 Mask slot lets you select a bitmap that "masks" 
the image in the Map slot.
>42 ( The Texture 2 Mask Slot S Button )
The Texture 2 Mask slot S button displays the Mapping Parameters 
dialog box for the bitmap image in the corresponding Mask slot.
>43 ( The Opacity Map Type Button )
Opacity assigns an opacity map to the current material.  The 
intensity of the bitmap pixels determines the opacity of the 
material.
>44 ( The Opacity Amount Slider )
The Opacity Amount slider determines the degree to which the 
opacity map is applied to the current material.
>45 ( The Opacity Map Slot )
The Opacity Map slot lets you select a bitmap image to use for 
the Opacity map.
>46 ( The Opacity Map Slot S Button )
The Opacity Map slot S button displays the Mapping Parameters 
dialog box for the bitmap image in the corresponding Map slot.
>47 ( The Opacity Mask Slot )
The Opacity Mask slot lets you select a bitmap that "masks" the 
image in the Map slot.
>48 ( The Opacity Mask Slot S Button )
The Opacity Mask slot S button displays the Mapping Parameters 
dialog box for the bitmap image in the corresponding Mask slot.
>49 ( The Bump Map Type Button )
Bump assigns a bump map to the current material.  The intensity of 
the bitmap pixels determines the bumpiness of the material.  The 
material must use either Phong or Metal shading.
>50 ( The Bump Amount Slider )
The Bump Amount slider determines the degree of bumpiness.
>51 ( The Bump Map Slot )
The Bump Map slot lets you select a bitmap image to use for the 
Bump map.
>52 ( The Bump Map Slot S Button )
The Bump Map slot S button displays the Mapping Parameters dialog 
box for the bitmap image in the corresponding Map slot.
>53 ( The Bump Mask Slot )
The Bump Mask slot lets you select a bitmap that "masks" the image 
in the Map slot.
>54 ( The Bump Mask Slot S Button )
The Bump Mask slot S button displays the Mapping Parameters 
dialog box for the bitmap image in the corresponding Mask slot.
>55 ( The Specular Map Type Button )
Specular assigns a specular map to the current material.  The 
colors in the bitmap are mapped to the specular areas in the 
material.  The material must use Phong shading.
>56 ( The Specular Amount Slider )
The Specular Amount slider determines how much specular color the 
bitmap provides.
>57 ( The Specular Map Slot )
The Specular Map slot lets you select a bitmap image to use for 
the Specular map.
>58 ( The Specular Map Slot S Button )
The Specular Map slot S button displays the Mapping Parameters 
dialog box for the bitmap image in the corresponding Map slot.
>59 ( The Specular Mask Slot )
The Specular Mask slot lets you select a bitmap that "masks" the 
image in the Map slot.
>60 ( The Specular Mask Slot S Button )
The Specular Mask slot S button displays the Mapping Parameters 
dialog box for the bitmap image in the corresponding Mask slot.
>61 ( The Shininess Map Type Button )
Shininess assigns a shininess map to the current material.  The 
intensity of the bitmap pixels determines the intensity of the 
specular areas in the material.
>62 ( The Shininess Amount Slider )
The Shininess Amount slider determines the degree to which the 
shininess map is applied to the current material.
>63 ( The Shininess Map Slot )
The Shininess Map slot lets you select a bitmap image to use for 
the Shininess map.
>64 ( The Shininess Map Slot S Button )
The Shininess Map slot S button displays the Mapping Parameters 
dialog box for the bitmap image in the corresponding Map slot.
>65 ( The Shininess Mask Slot )
The Shininess Mask slot lets you select a bitmap that "masks" the 
image in the Map slot.
>66 ( The Shininess Mask Slot S Button )
The Shininess Mask slot S button displays the Mapping Parameters 
dialog box for the bitmap image in the corresponding Mask slot.
>67 ( The Self Illum Map Type Button )
Self Illum assigns a self-illumination map to the current material.
The intensity of the bitmap pixels determines the amount of self-
illumination in the material.
>68 ( The Self Illum Amount Slider )
The Self Illum Amount slider determines the degree to which the 
self-illumination map is applied to the current material.
>69 ( The Self Illum Map Slot )
The Self Illum Map slot lets you select a bitmap image to use for 
the Self Illum map.
>70 ( The Self Illum Map Slot S Button )
The Self Illum Map slot S button displays the Mapping Parameters 
dialog box for the bitmap image in the corresponding Map slot.
>71 ( The Self Illum Mask Slot )
The Self Illum Mask slot lets you select a bitmap that "masks" the 
image in the Map slot.
>72 ( The Self Illum Mask Slot S Button )
The Self Illum Mask slot S button displays the Mapping Parameters 
dialog box for the bitmap image in the corresponding Mask slot.
>73 ( The Reflection Map Type Button )
Reflection assigns a reflection map to the current material.  A 
reflection map creates the effect of a reflected image, so that as 
you move or rotate the object, the reflected view of the image 
remains fixed.
>74 ( The Reflection Amount Slider )
The Reflection Amount slider determines the degree to which 
the reflection map is applied to the current material.
>75 ( The Reflection Map Slot )
The Reflection Map slot lets you select a bitmap image to use for 
the reflection map.  If the A button is active, it displays the 
Automatic Reflection Map dialog box.
>76 ( The Reflection Map Slot A Button )
The Reflection Map slot A button turns on Automatic reflection 
maps.
>77 ( The Reflection Mask Slot )
The Reflection Mask slot lets you select a bitmap that "masks" 
the image in the Map slot.
>78 ( The Reflection Mask Slot S Button )
The Reflection Mask slot S button displays the Mapping 
Parameters dialog box for the bitmap image in the 
corresponding Mask slot.
>79 ( The Sample Sphere Button )
The sample Sphere button displays a sphere in all subsequent 
sample windows you render.
>80 ( The Sample Cube Button )
The sample Cube button displays a cube in all subsequent 
sample windows you render.
>81 ( The Black Background Button )
The Black background button applies a black background to all 
subsequent sample windows you render.
>82 ( The Pattern Background Button )
The Pattern background button applies a multi-colored, 
checkered background to all subsequent sample windows you 
render.
>83 ( The Output Display Button )
The output Display button renders sample objects to the active 
sample window at the top of the Materials Editor.
>84 ( The Output Framebuffer Button )
The output Framebuffer button renders sample objects to the 
framebuffer.
>85 ( The 1x1 See Tiling Button )
The 1x1 tiling button maps the bitmap image on the sample 
object one time when you render a mapped material.  The See 
Tiling buttons don't effect materials in the 3D scene.
>86 ( The 2x2 See Tiling Button )
The 2x2 button doubles the image in both directions on the 
sample object.
>87 ( The 3x3 See Tiling Button ) 
The 3x3 tiling button repeats (or "tiles") an image three times, 
both horizontally and vertically, on the sample object when you 
render a mapped material.
>88 ( The 4x4 See Tiling Button ) 
The 4x4 tiling button repeats (or "tiles") an image four times, 
both horizontally and vertically, on the sample object when you 
render a mapped material.
>89 ( Clear Settings )
Clear Settings clears the settings of the current material after 
first prompting you.
>90 ( File Info )
File Info lets you select a file and display its corresponding 
information.  You can use this on bitmaps in the Map or Mask 
slots by "dragging" a slot over the File Info button.
>94 ( View Image )
View Image lets you select a bitmap file and display its 
corresponding image.  Choosing a flic (.fli) file causes the first 
frame to appear.  You can view the bitmap images in the Map or 
Mask slots by "dragging" a slot over the View Image button.
>91 ( Auto Put )
Auto Put works with the Render Last button.  If Auto Put is on 
when you use Render Last, 3D Studio applies the current 
material to the 3D Editor scene before rendering.
>92 ( Render Last )
Render Last repeats the last rendering performed in the 3D 
Editor or Keyframer.
>93 ( Render Sample )
Render Sample renders the active sample window using the 
current material settings.
>99999 (EOF MARKER)
