Material Shaders Rollout (mental ray Material)



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Material Editor > Type button > Material/Map Browser > mental ray > Material Shaders rollout

Note: The mental ray material appears in the Browser only if the mental ray renderer is the currently active renderer.

The mental ray material lets you create a material exclusively for use by the mental ray renderer. The Material Shaders rollout provides controls for the main kinds of component shaders you are likely to assign.

Important: You must assign a shader to the material's Surface component. Otherwise, the mental ray material will not be visible when you render.

See also

Advanced Shaders Rollout (mental ray Material)

Interface

Each shader component has a toggle at the left of its name. When the toggle is on, the shader is used in rendering. When the toggle is off, the shader is not used, even if it has been assigned. Clicking the button to the right of the component name displays the Material/Map Browser so you can assign a particular shader to the component.

Basic Shaders group

Surface—Shades the surface of objects that have this material.

In addition to any of the usual 3ds Max materials, the surface component can be assigned the following mental ray materials or shaders:

Shader Library
Ambient/Reflective Occlusion base
Bump 3ds Max
DGS Material 3ds Max
Dielectric base
Dielectric Material 3ds Max
Edge lume
Facade lume
Glass lume
Glow lume
Landscape lume
Material to Shader 3ds Max
Metal lume
Ocean lume
Opacity base
Reflect base
Refract base
Shader List 3ds Max
SSS Physical Material subsurface scattering
Stain lume
Texture Wave base
Translucency lume
Transmat physics
Transparency base
Two Sided base
UV Generator 3ds Max
Water Surface lume
Wet-Dry Mixer lume
XYZ Generator 3ds Max

Note: Unlike a standard 3ds Max material, if you assign the Surface component a bitmap with tiling turned off, the original surface color does not “show through.” In renderings, you see only the untiled map, and none of the rest of the object.

Shadow—Assigns a shadow shader.

The shadow component can be assigned the following shaders:

Shader Library
Edge Shadow lume
Facade lume
Glass lume
Glow lume
Material to Shader 3ds Max
Metal lume
Shader List 3ds Max
Shadow Transparency base
Translucency lume
Transmat physics
Water Surface Shadow lume

Caustics and GI group

Photon—Assigns a photon shader. Photon shaders modify the appearance of caustics and global illumination. They modify light energy (luminous flux) rather than color (radiance).

The photon component can be assigned the following shaders:

Shader Library
DGS Material 3ds Max
Dielectric Material Photon 3ds Max
Edge lume
Glow lume
Material to Shader 3ds Max
Metal lume
Photon Basic base
SSS Physical Material subsurface scattering
Translucency lume
Transmat physics

Photon Volume—Assigns a photon volume shader. Like a photon shader, a photon volume shader modifies caustics and global illumination, but it affects photons that pass through the inside of the object, rather than photons that collide with its surface.

The photon volume component can be assigned the following shaders:

Shader Library
Material to Shader 3ds Max
Parti Volume Photon physics
Shader List 3ds Max

Extended Shaders group

Bump—Assigns a bump shader. Bump shading for mental ray materials is similar to bump mapping for standard materials.

The bump component can be assigned the following shaders:

Shader Library
Bump 3ds Max
Ocean lume
Shader List 3ds Max

Displacement—Assigns a displacement shader.

The displacement component can be assigned the following shaders:

Shader Library
3D Displacement 3ds Max
Material to Shader 3ds Max
Ocean lume

Volume—Assigns a volume shader.

The volume component can be assigned the following shaders:

Shader Library
Beam lume
Material to Shader 3ds Max
Mist lume
Parti Volume Photon physics
Shader List 3ds Max
Submerge lume

Environment—Assigns an environment shader. Like an environment you assign using the Render Scene dialog, the environment shader changes the scene background.

The environment component can be assigned the following shaders:

Shader Library
Environment 3ds Max
Material to Shader 3ds Max
Shader List 3ds Max

Optimization group

Flag Material as Opaque—When on, indicates that the material is fully opaque. This tells the mental ray renderer that it doesn't need to process transparency for this material, or to use the shadow shader (if one has been assigned). This can improve rendering time. Default=off.


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