The Material Editor provides a number of ways to combine materials. Bitmaps and procedural (3D) materials will probably serve your needs for most models, but this lesson is an example of the versatility of the Material Editor.
In this lesson, you create a complex Blend material for the tile floor in the kitchen.
Set up the scene:
Continue from the previous lesson, or open the file, kitchen_with_brick.max located in the \tutorials\designviz folder.
Note: If you see the File Load: Units Mismatch dialog, choose the option Adopt The File's Unit Scale. This will change your system unit, so be sure to reset your system unit after completing this tutorial.
Create the floor material:
Click the Material Type button to the right of the material name field. (Initially, its label says “Standard.”)
In the Material/Map Browser, double-click Blend in the list.
Choose Discard Old Material, and then click OK.
Like the Multi/Sub-Object material, a Blend material is a container for other materials. The Multi/Sub-Object material apportions sub-materials among different sub-objects. The Blend material, on the other hand, blends the colors and other attributes of its sub-materials. You can also control the amount and the method of blending.
Configure the sub-materials:
On the Material Editor toolbar, open the Material/Map Navigator.
The Material/Map Navigator is a dialog that shows the components of the material in the active sample slot. For complex materials such as Blend, it can help you to visualize and navigate the material hierarchy.

Note:
The Navigator is one way to move about the hierarchy of a complex material. Another is to use the Go To Parent and Go Forward
To Sibling buttons on the Material Editor toolbar.
In the material name field of the Material Editor, rename this material Grout.
In the material name field of the Material Editor, rename this material Tile Surface.
Sub-material names are automatically updated in the Material/Map Navigator.
Set the texture and color of the grout:
In the Material Editor > Blinn Basic Parameters rollout, click the blank map button to the right of the Diffuse color swatch.
In the Material/Map Browser, double-click Noise in list.
This applies a Noise map as a texture for the Grout material.
In Noise Parameters rollout, change the Size to 3, and choose Turbulence as the Noise Type.
This gives the Grout material a grainy texture, as you can see in the sample slot if you turn off Show End Result in the
Material Editor toolbar.
In the Noise Parameters rollout, click the Color #1 color swatch (black by default).
In the Color Selector, change Color#1 to R=232, G=219, B=197.
In the Noise Parameters rollout, click the Color #2 color swatch (white by default).
In the Color Selector, change Color#2 to R=196, G=170, B=159.
Add a bump pattern to the grout:
In the Material/Map Navigator, choose the Grout material.
Previously, the Noise map was active.
Note:
You can also click the Go to Parent button to move up one level to the Grout material.
Go to the Utilities panel. Click Asset Browser. Answer OK to the warning dialog, and then resize the Asset Browser window
so you can see both the Browser controls and the Material Editor.
In the Asset Browser, navigate to the \tutorials\designviz folder.
In the Material Editor, open the Maps rollout for the Grout material.
Drag the file glasblkb.gif (the image looks like a tile pattern) from the Asset Browser to the blank (“None”) Bump map button in the Material Editor. Release the mouse.
Just as you can search for geometry models, you can use the Asset Browser to find bitmap files and use them in the scene. The Asset Browser also gives you the freedom to search for models and bitmaps anywhere on your local hard drives or across the Internet.
In the Material Editor > Maps rollout, change the Bump map’s Amount to 50.
The Grout material now has a grid-like bumpiness.

Set the texture and color of the tile surfaces:
In the Material/Map Navigator, choose the Tile Surface material.
On the Material Editor toolbar, click to turn off Show End Result.
In the Material Editor > Blinn Basic Parameters rollout, click the blank map button to the right of the Diffuse color swatch.
In the Material/Map Browser, double-click Noise in list.
This applies a Noise map as a texture for the Tile Surface material.
In the Noise Parameters rollout, click the Color #1 color swatch. (Black by default.)
In the Color Selector, change Color#1 to R=220, G=197, B=181.
In the Noise Parameters rollout, click the Color #2 color swatch. (White by default.)
In the Color Selector, change Color#2 to R=162, G=132, B=111.
The tile surface is also “noisy” or rough, and somewhat darker than the grout.
Change the shininess and bumpiness of the tile surfaces:
In the Material/Map Navigator, choose the Tile Surface material.
In the Blinn Basic Parameters, go to the Specular Highlights group. Change the Specular Level to 15. Leave Glossiness set to 10.
In the Material/Map Browser, double-click Noise in the list.
This takes you to the parent Tile Surface material. The highlight in the Navigator indicates the change.
In the Maps rollout, change the Amount for the bump map to 15.
Combine the two materials by using a mask:
The Blend material now has two sub-materials, Grout and Tile Surface. You will use a bitmap file as a mask to combine them.