8

Types of Materials 1301
Inter face
Mater ial name list—Showsthematerialsthathave
the same name in the library and in the scene.
All—Selectsallmaterialnamesinthelist.
None—Deselectsallmaterialnamesinthelist.
Materials
Rendering menu > Material Editor > Type button >
Material/Map B rowser > In Show group, turn off Maps.
> Material types are listed.
Materials create greater realism in a scene. A
material describes how an object reflects or
transmits lig ht. You assign materials to individual
objects or selection sets; a single scene can contain
many different materials.
Different m aterials have different u ses.
Standard material (p age 2–1309)
is the default
material. This is a versatile surface model with
a large number of options.
Raytrace material (page 2–1353)
can create
fully raytraced reflections and refractions. It
also supports fog, color density, translucency,
fluorescence, an d other special effects.
Architectural material (page 2–1376)
provides
a physically accurate material. It is especially
intended for use with the default scanline
renderer and
radiosity (page 3–50)
.
mental ray materials (page 2–1384)
are
provided for use with the
mental ray renderer
(page 3–77)
.
Matte/Shadow material (page 2–1393)
is
specifically for making an object into a
matte
object (page 3–1065)
that reveals the current
environment map (p age 3–1028)
.Amatte
object is effectively inv isible in the scene, but
it can receive shadows cast onto it from other
objects.
Shell mater ia l (page 2–1409)
is for storing and
view ing
rendered textures (page 3–139)
.
Advanced Lighting O verride material (page
2–1410)
is used to fine-tune the effec ts of a
material on
radiosity solutions (page 3–50)
or
the
Light Tracer (page 3–43)
.Thismaterialis
not required for ca lculating advanced lighting,
butitcanhelpimprovetheresult.
Note: The Architectural material has its own
contro ls for adjusting advanced lighting.
Lightscape material (page 2–1413)
helps
support import and export of data from the
Lightscape product.
Ink ’n Paint material (page 2–1414)
gives a
cartoon appearance to objects.
•The
DirectX 9 Shader m aterial (page 2–1422)
enables you to shade objects in viewports using
DirectX 9 (DX9) shaders. To use this material,
youmusthaveadisplaydriverthatsupports