The material manager is a convenient tool for managing and editing all your materials and libraries. See The Material Manager.
There are now shaderballs in the render tree and elsewhere. Shaderballs let you display the result of any part of your shader tree. See Using Shaderballs.
The mental ray Car Paint Shader simulates the unique characteristics of car paint:
• Diffuse reflection in the pigmentation layer producing color shifts at edges due to viewing angle and incident light angle.
• Specular highlights from metallic flakes suspended in the pigmentation layer. Including optional ray traced reflections in the metallic flakes.
• Clearcoat layer with mirror or glossy reflections and specular highlights with an optional glazing mode.
• All topped with a Lambertian dirt layer, if needed.
See also the other shaders in the Car Paint shader library:
The mental ray architectural library contains a set of shaders designed for architectural and design visualization.
The most important are the Architectural Material, the Physical Sun, and the Physical Sky shaders, but the library also contains minor tool shaders to create render-time Rounded Corners, and Simple Tone Mapping.
Built-in and preset render channels extract specific data for all objects that are rendered in a pass. If you wish to isolate data for particular objects in your scene, see Working With Custom Channels.
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