
If you walk in next world (using the arrow keys) you will see that there are an important difference from the objects near the avatar initial position and the other objects.
It's the color seen on the darkest area of an object.
The far objects have the same diffuse and ambient color. The objects near the avatar initial position have different colors.
But perhaps we are going a little fast. Lets go to begin again :-)
Materials or shaders are assigned to objects in 3ds max using the Material Editor that you open clicking in a button of the Menu bar. There are slots for present the material that you define.
When you click in a slot you can assign a name to the material that you will create.
Clicking Blinn Basic Parameters and clicking the retangle at right of Ambient, appears the Color Selector.
Diffuse color is the color of an object that has light falling directly on the surface. By default, diffuse color and Ambient color are locked together.
Ambient color is the color seen on the darkest areas of an object.
Whe can define a color using the RGB (red, green and blue) model or the HSV (hue, saturation and value) model or both.
Clicking the button near Ambient and Diffuse in the Material editor we separate the components.
When you have defined your colors, select the objet in the Perspective viewport (by example) and click the Assign Material to Selection button in the Material Editor, under the slots.
If you have different colors the object looks more realistic.
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