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Bảng

Cốt (Armature) ‣ Đường Chuyển Động (Motion Paths)

Materials are data-blocks that can be created and then assigned to one or more objects. An object can also have multiple materials assigned in different material slots, which correspond to different parts of an object. If a smooth transition between materials is desired, then mixing shader nodes with a Mix shader is a better solution.

Khe Nguyên Vật Liệu

Material slots link materials to objects and meshes. By default objects only have a single material slot, which assigns a material to the entire object. If different parts of the mesh need different materials, multiple material slots can be created.

../../_images/render_materials_assignment_panel-object-mode.png

Bảng về các mối quan hệ.

Danh Sách Khe

The object's material slots and active material displayed in a List View.

Thêm Khe Nguyên Vật Liệu

Thêm một Vật Thể Cốt Mới.

Xóa Khe Nguyên Vật Liệu

Remove a material slot from the object.

Sao Chép Nguyên Vật Liệu

Copy material shader nodes and settings to clipboard.

Dán Nguyên Vật Liệu

Paste material shader nodes and settings from clipboard.

Sao Chép Nguyên Vật Liệu sang Cái được Chọn

Copy the same material assignment from the active to other selected objects.

Xóa các Khe Không Sử Dụng Đến

Removes all material slots not assigned to the object.

Khối dữ liệu

Nguyên Vật Liệu

The Material Data-Block Menu for the selected material slot. Here new materials can be created, or existing materials can to the material slot.

Chế Độ Biên Soạn

To assign materials to different parts of a mesh, enter Edit Mode on the mesh. Additional buttons will then appear in the material slots panel.

../../_images/render_materials_assignment_panel-edit-mode.png

Material slots panel in Edit Mode.

Chỉ Định

Assign active material slot and material to the selected faces in the mesh, strokes in a Grease Pencil, and similar for other object types.

Chọn

Chọn các bề mặt và chuyển đổi chúng thành các đường cong Bézier.

Hủy Lựa Chọn

Deselect faces assigned to the active material slot.

Tái Sử Dụng Nguyên Vật Liệu Hiện Tại

Blender is built to allow you to reuse anything, including material settings, between many objects. Instead of creating duplicate materials, you can simply reuse an existing material. There are several ways to do this using the Material's data-block menu:

Single Object -- With the object selected, click the sphere located to the left of the Material name. A pop-up appears showing all the materials available in the current blend-file. To use one, just click on it.

Mẹo

Từ Nguyên Vật Liệu

The search field at the bottom of the material list allows you to search the names in the list. For example, by entering "wood" all existent materials are filtered so that only materials containing "wood" are displayed in the list.

Multiple Objects -- In the 3D Viewport, with Ctrl-L you can quickly link all selected objects to the material (and other aspects) of the active object. Very useful if you need to set a large number of objects to the same material; just select all of them, then the object that has the desired material, and Ctrl-L links them to that "parent".

Xóa một Nguyên Vật Liệu

To delete a material, select the material and click X in the Available Materials List entry.

Although the material will seem to disappear immediately, the Delete action can depend on how the material is used elsewhere.

If the material is linked to the object and there are other objects which use this material, then the material will be removed from that object (but remain on all its other objects).

If the "Fake User" button has been lit in the Available Materials list, then the material will be retained when the file is saved, even if it has no users.

Only if it has 0 "real" users, and no "Fake" user, will the material be permanently deleted. Note that it will still remain in the Materials list until the blend-file is saved, but will have disappeared when the file is reloaded.

Nhiều Nguyên Vật Liệu

Normally, different colors or patterns on an object are achieved by adding textures to your materials. However, in some applications you can obtain multiple colors on an object by assigning different materials to the individual faces of the object.

To apply several materials to different faces of the same object, you use the Material Slots options in the Materials header panel.

The workflow for applying a second material to some faces of an object covered by a base material is as follows:

  1. In Object Mode, create a base material.

  2. Go into Edit Mode and Face Select (a new list will appear below the Active Material list with Assign, Select, Deselect buttons).

  3. Select the faces to be colored with the second material.

  4. In the Object Material Slots list, click the + button to create a new slot or select an existing material.

  5. Click the Assign button, and the material will appear on the selected object faces.