Version 0.7 Last Modified 29th July 2002
Surface properties and ENV mapping
Max uses SG-s to control shining. ASE tools (with -ali or -morph mode) use SG-s to control surface properties.
There is no connection between the two; but since the same information is used by two parties for two different
purposes, you must keep this in mind and use SG-s in a way to satisfy both Max and ASE tools.
All combinations of ENV / non-ENV, smooth or sharp edges and various surface settings can be achieved. Most of
the time simply setting the required SG-s is sufficient. Sometimes, if you want to achieve advanced combinations
(surface property + ENV + other special SG-s like transparency), or faceted ENV, you also have to set the specular
color of the material, and/or break vertices.
In the following there will be references to "setting the material specular color to non-black". By default, a
materials' specular color is not black (it's gray); so if you haven't modified it, you don't have to deal with it.
-morph mode
-
If you don’t want your object be shiny:
1) unset SG30 (alternatively, you can set material specular color to black).
Use appropriate "surface" SG-s if you want to set surface properties.
-
If you make a shiny thing without surface properties: 1) set material specular color to non-black; 2) set SG30.
-
If you want a smooth shine, you must weld vertices.
-
If you want to have edges or faceted shine, you must break vertices.
-
If you make a shiny thing with surface properties:
1) set material specular color to non-black;
2) set SG30;
3) set the required "surface SG" as applicable. So polygons now have an SG whether you want or not.
-
If you want to have edges or faceted shine (within the surface property area), you must break vertices.
-
If you want different surface properties, but want that area be shining continuously, (e.g. you want some
part be surface 12, some other surface 13, but you want these two shine together), then you must set an
additional SG (to have one common). This can be any SG that is smaller than the "surface" SG-s
(in this example, any SG smaller than 12 will do).
-ali mode
-
If you don’t want your object be shiny:
1) Set material specular color to black. Use appropriate "surface" SG-s if you want to set
surface properties.
-
If you make a shiny thing without surface properties:
1) set material specular color to non-black;
2) apply some non-surface SG. You can use SG1 (default) or SG26, SG27, SG30 (unused) freely, without
disturbing surface properties.
-
If you want a smooth shine, you must weld vertices.
-
If you want to have edges or faceted shine, you can break vertices, or you can use different "free"
SG-s (SG1, SG26, SG27, SG30).
-
If you make a shiny thing with surface properties:
1) set material specular color to non-black;
2) set the required "surface SG" as applicable. So polygons now have an SG whether you want or not.
-
If you want to have edges or faceted shine (within the surface property area), you must break vertices.
-
If you want different surface properties, but want that area be shining continuously, (e.g. you want
some part be surface 12, some other surface 13, but you want these two shine together), then you must set
an additional SG (to have one common). This SG can be any SG that is smaller than the "surface"
SG-s (in this example, any SG smaller than 12 will do).
Contents Page
Next