8

1308 Chapter 16: Material Editor, Materials, and Maps
Shader Library
Depth Fade
contour
Factor Color
contour
Layer Thinn er
contour
Simple
contour
Width From Color
contour
Width From Light
contour
Width From Light Dir
contour
Light Ma p—Assigns a light map shader.
Wa rn in g : No light map shaders are provided with
3dsMax. Thisoptionisforuserswhohaveaccessto
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
transparenc y for this material, or to use the
shadow shader. This can improve rendering time.
Default=off.
Dir ect X M ana ger Rol lout
Material Editor > DirectX Manager rollout
LetsyouselectaDirectXviewportshaderfor
viewing Direct3D hardware shaders. DirectX
shaders require the
Direct3D graphics driver
(page 3–888)
, which uses DirectX. W ith DirectX
shading, materials in a viewpor t more accurately
represent how the material w i ll appear in another
application, or on other hardware such as a game
engine.
DirectX viewport shaders are espe cially useful for
previewing
texture-ba ked materials (page 3–139)
.
3ds Max provides two DirectX shaders:
LightMap shader (page 2–1423)
Metal Bump shader (page 2–1424)
Note: This rollout does not appear for
Multi/Sub-Object and Shell materials, which are
simply containers of other materials.
See also
DirectX 9 Shader Material (page 2–1422)
Interfa ce
DX Display of Standard MaterialWhen on,
displays the active material as a DX shader. You
can save the material as an FX file by clicking Save
As .FX File.
For f ull support of this feature, DX9 must be active.
Wa rn in g: Not all standard 3ds Max features can be
represented by DX shaders, and you it is possible to
create a standard material that is more complex than a
DX video card can display. DX shaders do suppor t the
most commonly used material components: diffuse
color (or texture), specular highlights, opacity, bump
mapping, and reflections.
Save a s .F X File—
Click to display a Save Effect File
dialog that lets you save the active material as an
FX file (page 3–1040)
.
Enable Plugin Materia l—Turn on to use the chos en
DirectX shader in shaded viewp orts. Default=off.
When not enabled, viewports continue to use
the default
viewport (interac tive) renderer (page
3–1124)
(or the
ActiveShade renderer (page 3–17)
,
if that has been chosen).
This toggle is unavailable if no shader plug-in has
been chosen from the drop-down list, and when
DX Display Of Standard Material is on.