Materiales en 3D Studio Max: Blend Material

Como vimos anteriormente en Cómo crear materiales en 3D Studio Max, el Blend Material nos permite combinar dos materiales y controlar su visualización en base a una máscara. Esta máscara es un mapa en blanco y negro o en escala de grises, siendo la parte blanca un material y la negra el otro. Las zonas grises actúan como transición entre ambos materiales.

Con el Blend Material conseguimos una gran variedad de efectos, entre ellos la sensación de tener un material en tres dimensiones.

Dentro de la familia Blend, encontramos dos tipos diferentes: Blend Material y VRayblend Material. A continuación, analizaremos ambos, viendo las diferencias existentes entre ellos y características propias de cada uno.

Blend Material.

El Blend Material nos permite mezclar dos materiales sobre una superficie. Esta combinación se realiza a través de una máscara, correspondiendo el color blanco a un material y el negro al otro y regulando la transición entre ambos mediante una escala de grises.

El panel de configuración que nos encontramos es el siguiente, donde tenemos que introducir los dos materiales que queremos emplear y la máscara.

Simulación espejo envejecido.

MIX AMOUNT VS. MIXING CURVE

Con Mix Amount podemos determinar la proporción de la mezcla, indicando el porcentaje. El valor 0 significaría que solo el Material 1 es visible, mientras que el valor 100 mostraría solo el Material 2.

Por otro lado, nos encontramos la opción Mixing Curve. Mixing Curve nos ofrece la opción de elegir cuán nítida será la transición entre los dos materiales a mezclar. Esta opción solo se puede usar cuando utilicemos una máscara.

Para utilizar esta opción, deberemos seleccionar el recuadro «Use Curve». Justo debajo, en la «Transition Zone», encontraremos dos valores, los cuales podremos configurar según el efecto que deseemos. Estos valores ajustan los límites inferior y superior. Si ambos valores son iguales, los dos materiales tendrán un borde definido. Cuanta más diferencia haya entre ambos valores, más gradual será la transición entre ambos materiales.

VRayblend Material.

VRayblend Material se usa también para crear materiales mediante capas. Una de las grandes diferencias respecto al Blend Material es que VRayblend Material trabaja de manera más rápida, ya que saca el máximo provecho al renderizador VRay.

VRayblend Material toma un material base y aplica otros materiales sobre él.

Una vez seleccionado el tipo de material que queremos emplear, en este caso VRayblend Material, nos aparece un panel de configuración donde encontraremos diferentes parámetros de configuración.

  1. Base Material. Material base sobre el que se superponen los demás materiales. Si no especificamos ningún material en esta casilla, se supondrá que el material es absolutamente transparente.
  2. Coat Materials. Materiales que superpondremos al material base.
  3. Blend Amount. Se especifica, mediante la intensidad del color, la cantidad final que aporta el material correspondiente. Cuanto más se acerque al blanco, más se verá dicho material y más bloqueará a los materiales que se encuentren por debajo de él. A su derecha, aplicaremos la máscara correspondiente.
  4. Additive (Shellac) Mode. Al activar esta casilla, el material VRayblend actuará como un material Shellac de varias capas. No suele ser recomendable esta opción, ya que con frecuencia se crea un material físico incorrecto.

Simulación espejo con logotipo en terciopelo.

 

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