The Top/Bottom material lets you assign two different materials to the top and bottom portions of an object. You can blend the materials into one another.
Top/bottom material gives the pot a charred bottom.
The object's top faces are those whose normals point up. The bottom faces have normals that point down. You can choose whether "up" and "down" refer to the scene's world coordinates or to the object's local coordinates.
To create a Top/Bottom material, do one of the following:
3ds Max opens a Replace Map dialog. This dialog asks whether you want to discard the original material in the sample slot, or retain it as a sub-material.
The Top/Bottom material controls let you choose the two materials, and also the transition between them.
To choose the top or bottom material, do one of the following:
The parameters for the sub-material appear. By default, a sub-material is a Standard material with Blinn shading.
To swap the two component materials:
The remaining controls, described in the "Interface" section, affect the transition between top and bottom.
The checkbox to the right of each button lets you turn off that material, making it invisible in the scene and in the sample slot.
Controls in this group let you choose how 3ds Max determines the boundary between top and bottom.
You can animate this parameter.
You can animate this parameter.