Materials

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Ambient Color

Determines the color of objects' faces when they are in shadow (i.e., not illuminated by any direct light source). The color of these faces depends only on the ambient light of the scene.

Diffuse Color

The primary parameter determining the color of faces illuminated by direct light. The color depends on the angle of incidence of the light rays.

Filtering

A way to improve the appearance of textures in the course of rendering.

Highlight Graph

A curve that defines color mixing with respect to the angle of incidence of the light rays at the surface.

Map

An image assigned to any number of different parameters. Depending on the parameter type, the map may determine an object's color or roughness (Bump), for example. In the latter case, only the brightness channel (Level) is used. There are many kinds of maps, the simplest being an image from a bitmap file. To the other extreme, you can also use a procedural map defined by a mathematical algorithm and calculated in the course of the rendering.

Mapping Coordinates

A set of parameters required to determine how the map will be applied to the surface of the object.

Shader

The procedure used to calculate how faces and materials are combined to create a colored surface, depending on the parameters of the light sources.

Specular Color

Determines the color of faces directly illuminated by light at an angle close to 90°.

SuperSampling

A way to improve an object's appearance when rendering through the use of sophisticated algorithms. Useful, for example, for surfaces that have a small bump channel map.



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Advanced 3Ds Max 5[c] Modeling and Animating
Advanced 3Ds Max 5[c] Modeling and Animating
ISBN: 1931769168
EAN: N/A
Year: 2005
Pages: 136

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