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Using Dynamics PropertiesDynamics is a utility in MAX that detects and emulates real-world collisions. The Dynamics Properties rollout (in the Raytrace material; see Figure 9.9 and Table 9.4) allows you to determine the bounce and friction coefficients of an object based on its material assignment. The Dynamics Utility uses the values that you set in order to calculate collisions. It can also override these settings with new ones that you set in the Utility. So why have them in the Material Editor at all? Because the Dynamics Properties rollout appears at the top level of Standard and Raytrace materials, you can set the dynamics properties of objects at the sub-object level using Standard and Raytrace materials as part of a Multi/Sub-Object material tree. This is something you cannot do from within the Dynamics Utility, so this rollout provides a level of refinement in which different parts of an object have different levels of elasticity and friction.
Creating Matte/Shadow MaterialsThe Matte/Shadow material turns an object to which it is applied into a matte object. A matte object is an invisible object that obscures scene geometry but reveals the environment map behind. By casting and receiving shadows, matte objects can simulate the presence of shadows in a background, furthering the illusion that scene geometry is embedded within it. Matte/Shadow materials provide settings for rendering alpha channels, atmospherics, shadows and reflections (see Figure 9.10 and Table 9.5).
Creating Shadows on a Background Using a Matte Object Lets use a matte object to create shadows on a background:
Building Compound MaterialsCompound materials, like compound objects, combine two or more materials into one. You have already seen how this works with Multi/Sub-Object materials. Of the five other types of compound materials, only Morpher materials have the potential complexity of numerous material combinations. The other four materials, Double Sided, Top/Bottom, Composite, and Shellac, combine only two materials to obtain the final compound. Creating a Double Sided MaterialAll faces have two sides: a front side, which is the side that the surface normal is on, and a back side, which is on the inside, or back, of an object. By default, only the front side of a face is rendered. This saves rendering time while giving the outside of the object its visible form. To see the inside of an object, or check for flipped faces, you need to be able to render both sides. There are a few different ways to render the front and back faces of an object. The simplest way is to check Force 2-Sided option of the Render Scene rollout. This causes the scanline renderer to apply the same color to the front and back faces of all objects in the scene. Checking 2-Sided in the Shader rollout of an objects material does the same thing, without the overhead of rendering both sides of every object. Double Sided materials open up the possibility of using different materials on each side of an object. These materials can have their own material tree of any size, and they can be blended together as if you are seeing through a translucent wall from one side to the other. In the example in Figure 9.13, the front material uses a tiled and mirrored map of the sky. The back material uses a Noise map.
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