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.

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.
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 |
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 |
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 |