#IPAS3 Disk 7 & r4
In addition to the wishes JKJ gave for two-sided materials (actually that
should be two-sided FACES, each side of which can have a different material,
similar to the current BOX Mapping mode for Objects — there would simply be
"Surface/Materials/Assign/Faces/Exterior" and "…/Interior" and "…/Both"
commands — Exterior means the side of the face that is projecting the Normals
and would do the same thing we have now, while Interior would apply materials
to the other side of the faces, and Both provides an easy way to do two-sided
materials on a per-face/element/object rather than per-material basis so that
two-sided is only used where it's needed, speeding rendering without using up
more of the precious 256-material limit [a limit which I hope will be either
increased or better yet eliminated entirely in R5 anyway!] — such a change
would NOT require fundamentally changing the way 3DS works!), other Materials
wishes include the ability to have infinite Maps per material (multiple Maps of
the same type, with a scrolling Video Post-type display handling the maps in
the Materials Editor), and splitting Texture Mapping into Diffuse and Ambient
Mapping (we already have Specular Mapping). Setting both Diffuse and Ambient
Maps to the same bitmap with the same parameters would duplicate the existing
Texture Maps, but being able to treat them separately would allow use of dimmer
or contrasting Ambient colors for texture mapping as we currently have for
non-texture-mapped materials (a technique that Gary Yost some time ago went
into a big spiel about as being the proper way to add realism and eliminate the
"plastic" look, resulting in the new 3DS4.MLI — yet we can't currently do this
sort of thing with materials that require 100% intensity Texture Maps!).