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Part: IV Appendixes > Differences in Materials

Differences in Materials

Materials: Maya's Material Editor is completely different from max's. Called Hypershade, it's under Window | Rendering Editors | Hypershade. Instead of having a fixed number of swatches where editing is performed, Maya's interface is completely freeform, with any number of materials appearing in an open palette. In general, you create a source material type, such as Blinn or Lambert, and then assign maps to various channels. To do that easily, MMB-drag from the palette of map types onto the material source. Then, you're prompted as to which channel to assign the map to: Color, Bump, and so forth.

Material libraries: Hypershade works with materials (called shaders in Maya) saved as .ma or .mb (Maya ASCII or Maya binary) files. In the Hypershade window, you can load these materials into the current scene and assign them. Tabs in the Hypershade window can contain material libraries. More details on creating and editing material libraries are included in Chapter 9, “Materials.”


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