8
mental ray Connection Rollout 1305
TurningonAdaptiveOncanreducetheamountof
time required to supersample. Default=on.
Threshold—ControlstheAdaptivemethods.
VisibleonlyfortheAdaptiveHaltonandAdaptive
Uniform methods. A change in color greater than
the Threshold value causes the adaptive methods
to take the full number of samples specified by the
Quality.Ifthecolordoesnotchangeasmuch,the
adaptive me thod takes fewer samples and does not
require as much processing time. Can range from
0.0 to 1.0. Setting Threshold to 0.0 has the same
effect as turning off Adaptive On. Default=0.1.
mental ray Connecti on R ollout
Material Editor > Click a s am p l e slot that contains a
material other than a Multi/Sub-Objec t 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 3ds Max mater ials. These effects are
visibleonlywhenyouusethe
mental ray renderer
(page 3–77)
.
Impor tant: The mental ray Connec tion rollout does
not appear unless you have enabled the mental ray
extensions by using the
mental ray Preferences panel
(page 3–867)
. In addition, you can’t assign shaders to
the options in this rollout unless the mental ray renderer
is the currently active renderer.
Interfa ce
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 t ype. Clicking it displays
the
Material/Map Browser (page 2–1256)
:
assigning a shader is just like assig ning 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 materia l, a nd 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 3ds Max
material (basic parameters, maps, and so
on). Turn off this button to replace the base
material’s settings with a mental ray shader.