Our Exporter for 3ds Max 32 bit for Sirikata is designed to take the object and shader set up from 3D Studio Max directly into Sirikata and maintain the Material settings and properties. Users of other 3D packages such as Maya, XSI, etc, can model, UV Map (up to 3 UV sets), export the mesh using Collada, and import the mesh into 3ds Max. Assuming the user has their mesh in 3ds Max, we have provided this workflow document to guide users in the creation of Materials in 3ds Max. Users can then take their 3D meshes specifically optimized for Sirikata, and export them using the provided plugin.

A community of 3ds Max users. Feel free to ask for help, post projects you're working on, link to helpful tips or tutorials for others, or just generally discuss all things max. 3ds Max applies the Concrete material to all polygons that have ID 1 assigned to them. On the Polygons: Material IDs rollout, change the Select ID value to 2, then click Select ID.; In the Material Editor sample slots, locate the Glass material, and click the slot to make the material active. Then click (Assign Material To Selection). 3ds Max applies the Glass material to all polygons that. The Compact Material Editor sample slots are full in 3ds Max (that is, you have a maximum of 24 unique materials displayed in the Editor). Although the Compact Material Editor can only display a maximum of 24 unique materials at once, you can create new, 'empty' material slots by resetting some or all of your current displayed materials. (The Slate Material Editor can display an unlimited. Luckily, WonderHowTo is chock full of videos on the program. In this tutorial, learn how to apply multiple materials to a single object in 3ds Max.

  • 4Sirikata Material Types

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Material Map Slots Explanation

When creating materials, all texture files loaded need to be in .dds format. To open the Material browser, press “M” on your keyboard within 3ds Max. Change “Blinn” to “Phong” under Shader Basic Parameters (See Fig 3). Under the Phong Basic Parameters click on the small square gray box to the right of the word Diffuse (and to the right of the gray color picker rectangular box). Select Bitmap and navigate to the texture map you want. Below are all of the maps to use, accessed under the “Maps” dropdown menu.

Diffuse Color: Your Diffuse map goes here. This Map slot has the most versatility for combining multiple Color Maps, Dirt Maps, separate Ambient Occlusion Maps, and so on. Detailed Material creation combinations are covered later.

  1. Select Bitmap for the Diffuse Color.

Ambient Occlusion: (NEEDS CLARIFICATION)

  1. Select RGB Multiply for the Diffuse Color.
  2. Color #1 is always the Ambient Occlusion Map (which is Multiplied just as one would do in Photoshop)
  3. Color #2 can be:
    1. The Diffuse Color Map #1, loaded as a Bitmap, RGB Multiply, Composite, or Mix

Specular Color: (NEEDS CLARIFICATION)RGB Spec Map goes here.

Glossiness: (NEEDS CLARIFICATION)

  1. Experimental, may not have its own map

Self Illumination: Leave at 100%. This is for your Glow Map. Note you must also turn on Phong Basic Parameters > Self-Illumination > Check Color > Change the color picker to pure White

Max
  1. If no Diffuse Color Map, then embed the Alpha in this slot.
  2. Filter Color: Check this on and it will be the HDRI Glow Map, it is Self Illumination/Filter Color amount. Actual Glow amount = a percent of Filed of View in Sirikata

Opacity: Alpha Channels:

  1. Check it on, but this map is only needed to display properly in Max
  2. If it has an Alpha, it must match the Diffuse Texture Map in the Diffuse Color slot, and the Opacity slot must use the same Diffuse Texture Map
  3. Will be thrown out

Bump: Both the Normal Map and Bump Map go into this slot. Select Normal Bump, and enter the Bump Map under Additional Bump, place the Normal Map under the Normal slot

  1. Tangent Space
  2. Extra Expensive with Dirt Channel & Cruft

Reflection: Enter the Environment cube Map in this slot, good for large interiors.There is very little cost when rendering in-engine.

Steps for Creating and Assigning a Material

  1. Create either a Standard Mat, and if needed a Multi/Sub-Object Material (See Fig 5).
    1. Standard
      1. Under Shader Basic Parameters, change from Blinn to Phong.
    2. Multi/Sub-Object
      1. Click on the Standard material type, and change to Multi/Sub-Object by double clicking it from the menu.
      2. Discard the old material, and Set Number for the number of materials you want on the object. You can always change this later. Name each Sub-Material (this can be different than the actual Sub-Material name)
      3. Create the individual materials in new material slots. Be sure to name each one as you go. Drag and drop each new material into the correct Sub-Material Slot and choose Instance each time. This allows one to organize and work on the materials individually or through the single Multi/Sub-Object interface.

Left: A Standard material, with the shader changed from Blinn to Phong (a required step). Right: The Multi/Sub-Object dialogs. All necessary buttons have been highlighted:

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Hard Rules for Materials Creation

  1. Maximum Maps per Material is 10
    1. The maximum number of unique texture maps on any material is 10
  2. Match the Diffuse and Specular Maps in order, Material Type, and UV Set #’s
    1. The structure of the Maps in the Diffuse (after the AO RGB Multiply) and Spec should be the same.
    2. Provide Example Here
  3. The AO alpha channel will always be applied to the 2nd material
    1. Except the Normal
  4. One Bump Map Allowed
    1. The Bump map is by far the most expensive texture map to use (only if you have more than one UV set)
    2. Never try to use more than one, and if a Bump doesn’t provide enough effect, do not use it at all.
  5. Map #2 for all materials must have matching UV Sets
  6. UV Set #2 and #3 should be upright (perpendicular)
    1. Tiling UV Set #2 should usually be upright (not rotated) and scaled to the correct Units (Determined by the size of your materials and the objects that are sharing those same materials). Most tileable textures are designed to tile in the upright position. If one makes a texture that runs parallel to the ground, then consult with the art team before completion.
    2. This should also keep normals aligned to the tangent space.
  7. Maximum of 3 UV Sets
    1. Multiple UV Channels (up to 3)
  8. Alpha Channels (Making Masks)
    1. To make your Texture Map use and Alpha it must have the following radio buttons checked un the Bitmap Parameters dialog
      1. Mono Channel Output: Radio on for Alpha
      2. RGB Channel Out: Radio on for Alpha as Gray
      3. Alpha Source: Radio on for Image Alpha
      4. Check on Premultiplied Alpha
    2. To make a texture with an Alpha do the following:
      1. Load your texture with the alpha channel into the Opacity slot under Maps, check it on, and make sure it is 100 for the Amount
      2. The texture one uses for the Opacity slot must be the same map used in the first Diffuse Color slot.
      3. They must also use the same UV Set.
    3. If your Material is 1-Sided (only visible from one side), it will not count as a new Material
    4. If your Material is 2-Sided (only visible from one side), it will as a new Material. Check the Make 2-Sided (See Fig 3) box under Shader Basic Parameters.
    5. Only 3 of the following Maps can be used on a given material:
      1. Glow
      2. 3rd Spec
      3. 3rd Diffuse
      4. 2nd Normal
      5. Reflection
    6. Addtionally, only 2 of the following maps can be used on a given material:
      1. Glow
      2. 3rd Spec
      3. Reflection
  9. Specular Color can’t have more maps than in Diffuse Color
  10. Cost Considerations
    1. Little Glow & AO

Each new UV Set is another Multiple for the cost of a bump

Sirikata Material Types

BASIC MATERIAL

  1. AO
    1. Fill in with white .dds
  2. Glow
    1. Black .dds
    2. Self Illumination
  3. One Color, UV Set 1
  4. One Specular, UV Set 1
  5. One Normal Bump
    1. One Normal, UV Set 1
    2. One Bump, UV Set 1

Limitations: This material cannot use Ambient Occlusion, glow, reflection, environment, or grunge maps.

Add More Material Slots 3ds Max Games

3ds

BASIC MATERIAL, no Bump

  1. AO
    1. Fill in with white .dds
  2. Glow
    1. Black .dds
    2. Self Illumination
  3. One Color, UV Set 1
  4. One Specular, UV Set 1
  5. One Normal Bump
    1. One Normal, UV Set 1

Limitations: This material cannot use Ambient Occlusion, glow, reflection, environment, or grunge maps.)

SINGLE DIFFUSE, Max Detail

One Diffuse with Ambient Occlusion and Grunge and Additional Normal on UV Set 1

DIFFUSE COLOR

Add

SPECULAR COLOR

BUMP NormBump

SINGLE DIFFUSE, less detailed, using the Mix material for the Normal maps (NOT DONE YET)

One Diffuse with Ambient Occlusion and Grunge and Additional Normal on UV Set 1

DIFFUSE COLOR

RBG Multiply

Color 2 Grunge UV Set 3SPECULAR COLOR

BUMP

TWO DIFFUSE, using the Mix material

Two Diffuse Maps (Diffuse Map 2 is masked off by the alpha channel of the AO map) with Ambient Occlusion and Grunge and Additional Normal on UV Set 1

DIFFUSE COLOR

Color 1 Diffuse 1 UV Set 2 Color 2 Diffuse 2 UV Set 2 Mix Amount AO UV Set 1

SPECULAR COLOR

Color 1 Spec 1 UV Set 2 Color 2 Spec 2 UV Set 2 Mix Amount AO UV Set 1

BUMP

CAN WE NormBump

THREE DIFFUSE, using the Composite Material

Three Diffuse Maps (Diffuse Map 2 one is masked off by the alpha channel of the AO map, and Diffuse 3 has its own Premultiplied alpha) with Ambient Occlusion and NO Grunge and Additional Normal on UV Set 1

DIFFUSE COLOR

SPECULAR COLOR

BUMP

Retrieved from 'http://www.sirikata.com/wiki/index.php?title=Material_Creation_in_3ds_Max_9&oldid=351'
This button displays the Material Editor Options dialog to let help you control how materials and maps are displayed in the sample slots.
  • (Material Editor): Compact > (Material Editor Options)
  • Compact Material Editor menu bar > Options menu > Options

These settings are “sticky”; they survive a reset, and even quitting and restarting 3ds Max.

Note: The controls to assign a renderer for the sample slots are on the Render Setup dialog Common panel Assign Renderer rollout.
Manual Update
When on, the sample slots don't update their contents until you click them. This option affects only the updating of the sample slots; it doesn't affect the icon displays in the Browser. Default=off.
Don't Animate
When on, animated maps are not updated in the sample slots while you play an animation or drag the time slider. However, the animation is updated to the current frame when you stop the animation or release the time slider. An animated map can use an AVI file or IFL fileas a source. Default=off.
Animate Active Only
When on, only the active sample slot is animated when you play an animation or drag the time slider. This option is good for situations where you have multiple animated materials in the Material Editor, but you only need to see one at a time. This checkbox is unavailable when Don’t Animate is on. Default=off.
Update Active Only
When on, sample slots do not load or generate maps until you make one sample slot active. This can save time while you use the Material Editor, especially when your scene uses a lot of materials with maps. Default=off.
Antialias
Turns on antialiasing in the sample slots. Default=off.
Progressive Refinement
Turns on progressive refinement in the sample slots. When on, samples are rendered quickly, with large pixels, then rendered a second time in greater detail. Default=off.
Simple Multi Display Below Top Level
When on, the sample sphere for a Multi/Sub-Object material displays the multiple patches only at the top level of the material. The sub-materials are displayed over the entire sphere. When you use nested Multi/Sub-Object materials, the multiple patches again appear at the top level of the nested material, but the sample sphere is again whole when displaying any of the sub-materials. Default=on.
Display Maps as 2D
When on, sample slots display maps, including standalone maps, in 2D. The map fills the entire slot. When off, maps are displayed on the sample object, as materials are. Default=on.
Custom Background
Lets you specify a custom background for the sample slots, instead of the default checkers background. Click the file-assignment button to display a file dialog from which you can select the custom background. This can be any bitmap format supported by 3ds Max. Turn on Custom Background to use the new background instead of the checkered background. The custom background is stored in the 3dsmax.ini file, so it is available from session to session. Default=off.
Display Multi/Sub-Object Material Propagation Warning
Toggles display of warning dialog when you apply a Multi/Sub-Object material to an instanced ADT style-based object.
Auto-Select Texture Map Size
When on, and you have a material that uses a texture map set to Use Real-World Scale, ensures that the map will be displayed correctly on the sample sphere. Turn off to be able to enable Use Real-World Map Size For Geometry Samples (see following).
Note: If a material uses several texture maps at different levels, and only one is set to Use Real-World Scale, the sample sphere will render with real-world size coordinates.
Use Real-World Map Size For Geometry Samples
This is a global setting that allows you to manually choose which style of texture coordinates are used. When on, real-world coordinates are used for the sample slot display. Otherwise, the old style of 3ds Max mapping coordinates is active. When off, you must turn on Use Real-World Scale on the map's Coordinates rollout to see the sample sphere as you'd expect. Available only when Auto-Select Texture Map Size (above) is off. Default=off.
Top Light color / Back Light color
Specify the two lights used in the sample slots. Click the color swatch to alter the color of either light. Adjust the Multiplier spinners to multiply the values (intensity) of the lights.

Use the Default buttons to return to the initial settings.

Ambient Light
Shows the color of ambient light used in the sample slots. Click the color swatch to change the color. When the lock button is on, changing the Ambient Light color here or on the Environment panel changes both; when off, changing one setting does not affect the other.

Use the Default button to return to the initial setting.

Background Intensity
Sets the background intensity in the sample slots. The range is from 0 (black) to 1 (white). Default=0.2.

Use the Default button to return to the initial setting.

Render Sample Size
Sets the scale of the sample sphere to any size, making it consistent with the object or objects in the scene that have the texture on them. This setting affects how 2D and 3D maps are displayed providing that the sample spheres are set to display real-world scale.
Note: The size is scaled to use the current units.

This is a global option that affects all the sample slots. Default=100.0 (Imperial units) and 2.54m (Metric units).

Use the Default button to return to the initial setting.

Default Texture Size
Controls the initial size (both height and width) of a newly created real-world texture. You see the result of changing this option only when you create a new texture in a material; the change appears on the Coordinates rollout. Default=48.0 (Imperial units) and 1.219m (Metric units).
Note: This setting applies to real-world textures only. For the default size to be applied to newly created textures, the Preferences dialog General panel Use Real-World Texture Coordinates checkbox must be on.

Use the Default button to return to the initial setting.

DirectX Shader group

These options affect the viewport behavior of the DirectX Shader material.

Force Software Rendering
When on, forces DirectX Shader materials to use the selected software render style for viewports. When off, the FX file specified in the DirectX Shader is used unless the material's local Force Software Rendering toggle is on. Default=off.
Shade Selected
When Force Software Rendering is on, selected objects, and only selected objects, are shaded by the DirectX Shader material. This toggle is unavailable unless Force Software Rendering is on. Default=off.

Custom Sample Object group

Controls in this group let you specify a custom sample object to use in the sample slots.

File Name
Selects the MAX scene file.

The scene should contain a single unlinked object that fits in an imaginary cube 100 units on a side. The object must be either a primitive with a Generate Mapping Coords. checkbox, or have a UVW Map modifier applied to it. The scene can contain a camera and lights.

Load Camera and/or Lights
Turn on to have sample slots use the camera and lights in the scene, instead of the default sample slot lighting.

3ds Max Material Download

Slots group

These options let you choose how many sample slots to display at a time.

The Material Editor always has 24 sample slots available. You can choose to display fewer sample slots at a larger size. When you do, scroll bars let you move around among the sample slots.

3 X 2
Specifies a 3 x 2 array of sample slots. (The default: 6 windows.)
5 X 3
Specifies a 5 X 3 array of sample slots. (15 windows.)
6 X 4
Specifies a 6 X 4 array of sample slots. (24 windows.)

Free 3ds Max Material Library

[global controls]

Arnold Materials 3ds Max

Apply
Applies the current settings, except for changes to the Slots group, without leaving the Material Editor Options dialog. This is useful when you adjust lighting values for the sample slots.
OK
Closes the dialog and applies any changes you made.
Cancel
Closes the dialog and cancels any changes you made, including changes you applied with the Apply button.
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