8
1306 Chapter 16: Material Editor, Materials, and Maps
Note:
Using a shader for the Surface component
canresultinamaterialwhoseappearancein
mental ray renderings is completely different
fromtheappearanceithasinthesampleslot,
viewports, and scanline renderings.
Basic Shaders group
Surf ace—Shades the surface of objects that have
this material. Default=locked to parent material.
In addition to any of the usual 3ds Max materials,
the surface component can be assigned the
followingmentalraymaterialsorshaders:
Shader Library
Bump (page 2–1526)
3ds M ax
DGS Material (page 2–1389)
3ds M ax
Dielectric base
Dielectric Material (page
2–1529)
3ds M ax
Edge lume
Facade lume
Glass lume
Glow lume
Landscape lume
Material to Shader (page
2–1533)
3ds M ax
Metal lume
Ocean
lume
Opacity
base
Reflect base
Refract base
Shader List (page 2–1533)
3ds M ax
Stain
lume
Translucency lume
Transmat
physics
Transparency
base
Two Sided base
Shader Librar y
UV Generator (page 2–1534)
3ds Max
Water Surface lume
Wet-Dry Mixer
lume
XYZ Generator (page
2–1539)
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.
Default=locked to parent material.
The shadow component can be assigned the
following shaders:
Shader Librar y
Edge Shadow lume
Facade lume
Glass lume
Glow lume
Material to Shader (page
2–1533)
3ds Max
Metal lume
Shader Lis t (page 2–1533)
3ds Max
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 g lobal il lumination.
Default=locked to parent material.