| Material Basics | Minutes | Seconds |
| Exploring the material editor user interface | 2 | 59 |
| Setting default material type in editor | 1 | 55 |
| Assigning materials | 2 | 55 |
| Not displaying and unassigning materials | 4 | 11 |
| Understanding editor and scene domains | 4 | 36 |
| Accessing and saving library materials | 6 | 40 |
| Accessing and saving material libraries | 4 | 29 |
| VIZ tool palettes access library materials quickly | 3 | 34 |
| Customizing tool palettes and palette groups | 2 | 18 |
| Material editor mechanics | 4 | 52 |
| Performing material detective work | 2 | 24 |
| Reset, condense, and restore slots in editor | 1 | 59 |
| Previewing materials with scanline renderer | 5 | 48 |
| Light and Shaders | ||
| Understanding context of materials in scene | 6 | 12 |
| Diffuse and ambient visual components | 4 | 16 |
| Controlling specular highlights | 3 | 59 |
| Self illumination and opacity | 4 | 10 |
| Exploring shaders and their parameters | 8 | 0 |
| Selecting and transferring color | 5 | 10 |
| Guide to choosing material colors | 3 | 6 |
| Texture Mapping | ||
| Exploring the concept of vertex color | 3 | 51 |
| Mapping mechanics in material editor | 3 | 26 |
| Adjusting planar XYZ mapping coordinates | 5 | 56 |
| Understanding texture coordinate controls | 5 | 25 |
| Controlling texture coordinates with UVW Map | 5 | 11 |
| Applying bitmap with planar UVW mapping | 7 | 42 |
| Exploring real world texture coordinates | 4 | 2 |
| Comparing OSM and WSM real world map scalers | 3 | 8 |
| Using the UVW Xform modifier | 2 | 14 |
| Mapping 2D Patterns | ||
| Gradient map | 3 | 50 |
| Gradient ramp map | 2 | 35 |
| Swirl map | 1 | 58 |
| Tiles map | 4 | 32 |
| Modifying Color with Maps | ||
| Nesting a bitmap within an RGB tint map | 3 | 56 |
| Using output rollout and map | 6 | 6 |
| Applying gradient map and adjust UVW map | 3 | 10 |
| Assigning vertex colors from map to geometry | 1 | 51 |
| Painting color into vertex color channel | 4 | 22 |
| Assigning vertex color map to render vertex channel | 2 | 1 |
| 3D Procedural Maps | ||
| Cellular map | 6 | 40 |
| Controlling direction of falloff map | 6 | 28 |
| Exploring falloff types | 3 | 59 |
| Making diffuse color bitmap falloff to simulate drapery | 4 | 2 |
| Creating a plaster wall with instanced noise maps | 7 | 33 |
| Compositing Maps | ||
| RGB multiply map | 2 | 31 |
| Mask map | 4 | 43 |
| Mix map | 5 | 44 |
| Compositing opaque bitmap | 2 | 38 |
| Creating an alpha channel in Photoshop | 3 | 45 |
| Compositing bitmaps with alpha channel | 3 | 52 |
| Transmitting Light | ||
| Basic transparency | 2 | 34 |
| Advanced transparency | 3 | 3 |
| Mapping filter color with falloff | 2 | 14 |
| Bending light quickly with thin wall refraction | 3 | 41 |
| Bending light accurately with raytrace map | 3 | 58 |
| Simulating translucency and opacity with falloff | 4 | 41 |
| Architectural Entourage | ||
| Create billboard object and match aspect to bitmap | 6 | 28 |
| Basic masking with opacity map | 3 | 46 |
| Combining diffuse and opacity maps with alpha | 4 | 20 |
| Setting optical qualities for believable entourage | 1 | 52 |
| Strategies for protecting entourage illusion | 6 | 49 |
| Attaching entourage to ground surface | 4 | 15 |
| Simulating Foliage | ||
| Scattering leaves within volume to create shrub | 5 | 6 |
| Creating empty particle flow to simulate foliage | 3 | 39 |
| Designing particle flow to display multicolored leaves | 7 | 17 |
| Growing grass with hair and fur modifier | 6 | 47 |
| Mapping or Modeling the Environment | ||
| Choosing simple environment color or gradient map | 2 | 40 |
| Use bitmaps with screen coordinates for stills | 3 | 11 |
| Panorama with cylindrical coordinates for walkthrough | 3 | 21 |
| Modeling environment for flyover animation or web3D | 5 | 36 |
| Adding fog to simulate atmosphere | 1 | 53 |
| Mapping Reflection | ||
| Bitmaps fake reflection on shiny objects | 3 | 35 |
| Reflect-refract map shoots bitmaps that fake scene | 1 | 42 |
| Flat mirror reflects actual scene quickly | 2 | 44 |
| Raytrace map offers quality reflection but takes time | 2 | 28 |
| Raytrace global options | 2 | 22 |
| Excluding objects from raytracing | 1 | 34 |
| Simulating Surface Relief | ||
| Grayscale bitmap creates bump illusion | 4 | 6 |
| RGB multiply map combines two bumps in one | 3 | 29 |
| Piping and buttons simulated with bump | 3 | 18 |
| Displacing a landscape with a bitmap | 5 | 29 |
| Displacing a cushion with gradient ramp | 5 | 7 |
| Using the displace map on top of other displacement | 3 | 45 |
| Baking high poly detail into low poly models | 6 | 8 |
| Designing Complex Materials | ||
| Using tiles map to create wood floor plank pattern | 5 | 21 |
| Controlling nested bitmap with map channel 2 | 5 | 27 |
| Instancing map tree into multiple components | 8 | 19 |
| Scanline Material Types | ||
| Raytrace material | 5 | 14 |
| Architectural material | 3 | 21 |
| Xref material | 2 | 22 |
| MatteShadow material | 4 | 24 |
| Using RenderMatte MAXScript in compositing | 2 | 42 |
| Compositing and masking images in Photoshop | 2 | 29 |
| Wire and hidden line renderings with ink n paint | 3 | 6 |
| Special purpose materials | 5 | 12 |
| Compound Material Types | ||
| Blend material | 3 | 33 |
| Composite material | 3 | 27 |
| Double sided material | 1 | 56 |
| Shellac material | 2 | 16 |
| Top bottom material | 2 | 19 |
| Multi-subobject material | 5 | 15 |
| Asset Tracking | ||
| Asset tracking with Adobe Bridge | 1 | 58 |
| Asset management with two utilities | 3 | 20 |
| Asset tracking feature and Autodesk Vault | 5 | 20 |
| Total | 369 | 3123 |
| 421 | mins | |
| 7.02 | hours | |