

It’s relatively straightforward and generic, which makes it good for any situation where a particular shading model is irrelevant. Blinn/Phong – Blinn is the default for Standard materials and Phong is the default for Raytrace materials.It’s not always clear, however, what the best use of each of these types is. The options for this parameter include Blinn, Anisotropic, Metal, Phong, etc. Once you spend some time in 3ds max, you find that the Standard and Raytrace material types include a very important parameter: the shading type. MSO can also be used to extend the limited Material Editor library of materials infinitely. The MSO material type holds several materials inside and allows you to assign the various materials to specific geometry, models, particle systems, etc. Multi/Sub-Object – the most useful material type when it comes to texturing models.The blending percentage can be overloaded and the resulting material color can look very interesting. Shellac – similar to the above blending types, but Shellac is an additive blending material, not a mixing one.Composite stacks 10 materials together, Blend mixes two materials with an optional mask, and Morpher is used with the Morpher geometry modifier to animate between different materials.


Raytrace – another common material type, the primary difference here being that reflections and refractions of the material are ray traced.If you’re working with a different renderer than 3ds max’s default scanline, you might be using another type as your standard material, so be sure to research what the proper default type for your renderer is. It’s good for 90% of the work you need done. Standard – this is the most common material type.Generally, an artist would use only a few material types per scene, but oftentimes the wrong material type is used, leading to more time spent than is necessary. Knowing the basics of 3ds max materials is essential and that’s what we’ll discuss here.ģds max has a dizzying array of material types and it helps to know what type you need in a particular situation. With the introduction of the node-based Slate material editor in 3ds max 2011, the traditional Material Editor has received a boost in importance, since it’s now part of two separate material pipelines, one generated the old-fashioned way, and one generated through Slate. One of the fundamental parts of 3ds max is the Material Editor. It’s used in film, TV, games, and architectural visualization. 3ds max is one of the most popular CG packages out there today.
