mental ray Connection Rollout



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Material Editor > Click a sample slot that contains a material other than a Multi/Sub-Object or a mental ray material. > mental ray Connection rollout

The mental ray Connection rollout is available for all types of materials except the Multi/Sub-Object material and the mental ray materials themselves (for which it would be redundant). With this rollout you can add mental ray shading to conventional Autodesk VIZ materials. These effects are visible only when you use the mental ray renderer.

Important: The mental ray Connection rollout does not appear unless you have enabled the mental ray extensions by using the mental ray Preferences panel. In addition, you can't assign shaders to the options in this rollout unless the mental ray renderer is the currently active renderer.

Interface

For each kind of shader on this rollout, there is a toggle and a button.

  • The toggle controls whether the assigned shader is active or not.

    If no shader is assigned, the toggle has no effect.

  • The button lets you assign a shader to the component type. Clicking it displays the Material/Map Browser: assigning a shader is just like assigning a map to a component of a standard material.

    While a shader is assigned, its name appears on the button.

  • In addition to the toggle and button, some of the shader types have a lock button to the right. When button is on, the component is inherited from the base material, and you can't assign a shader. For example, by default the Surface component is locked, and the surface is shaded using the settings of the Autodesk VIZ material (basic parameters, maps, and so on). Turn off this button to replace the base material's settings with a mental ray shader.

    Note: Using a shader for the Surface component can result in a material whose appearance in mental ray renderings is completely different from the appearance it has in the sample slot, viewports, and scanline renderings.

Basic Shaders group

Surface—Shades the surface of objects that have this material. Default=locked to parent material.

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

Shader Library
Bump Autodesk VIZ
DGS Material Autodesk VIZ
Dielectric base
Dielectric Material Autodesk VIZ
Edge lume
Facade lume
Glass lume
Glow lume
Landscape lume
Material to Shader Autodesk VIZ
Metal lume
Ocean lume
Opacity base
Reflect base
Refract base
Shader List Autodesk VIZ
Stain lume
Translucency lume
Transmat physics
Transparency base
Two Sided base
UV Generator Autodesk VIZ
Water Surface lume
Wet-Dry Mixer lume
XYZ Generator Autodesk VIZ

Note: Unlike a standard Autodesk VIZ 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. Default=locked to parent material.

The shadow component can be assigned the following shaders:

Shader Library
Edge Shadow lume
Facade lume
Glass lume
Glow lume
Material to Shader Autodesk VIZ
Metal lume
Shader List Autodesk VIZ
Shadow Transparency base
Translucency lume
Transmat physics
Water Surface Shadow lume

Caustics and GI group

Photon—Assigns a photon shader. Photon shaders affect how object surfaces respond to photons; that is, they control how the surfaces behave when generating caustics and global illumination. Default=locked to parent material.

The photon component can be assigned the following shaders:

Shader Library
DGS Material Autodesk VIZ
Dielectric Material Photon Autodesk VIZ
Edge lume
Glow lume
Material to Shader Autodesk VIZ
Metal lume
Photon Basic base
Translucency lume
Transmat physics

Photon Volume—Assigns a photon volume shader. Photon volume shaders affect how an object's volume responds to photons; that is, they control how the volume behaves when generating caustics and global illumination.

The photon volume component can be assigned the following shaders:

Shader Library
Material to Shader Autodesk VIZ
Parti Volume Photon physics
Shader List Autodesk VIZ

Extended Shaders group

Displacement—Assigns a displacement shader. Default=locked to parent material.

The displacement component can be assigned the following shaders:

Shader Library
3D Displacement Autodesk VIZ
Material to Shader Autodesk VIZ
Ocean lume

Volume—Assigns a volume shader.

The volume component can be assigned the following shaders:

Shader Library
Beam lume
Material to Shader Autodesk VIZ
Mist lume
Parti Volume Photon physics
Shader List Autodesk VIZ
Submerge lume

Environment—Assigns an environment shader. The environment shader provides an environment local to the material. It is visible if the material is reflective or transparent.

The environment component can be assigned the following shaders:

Shader Library
Environment Autodesk VIZ
Material to Shader Autodesk VIZ
Shader List Autodesk VIZ

Advanced Shaders group

Contour—Assigns a contour shader.

The contour component can be assigned the following shaders:

Shader Library
Combi contour
Curvature contour
Depth Fade contour
Factor Color contour
Layer Thinner contour
Simple contour
Width From Color contour
Width From Light contour
Width From Light Dir contour

Light Map—Assigns a light map shader.

Warning: No light map shaders are provided with Autodesk VIZ. This option is for users who have access to light map shaders via other shader libraries or custom shader code.

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. This can improve rendering time. Default=off.


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