8
Raytrace Basic Parameters Rollout 1355
Raytracing Acceleration Parameters Dialog (page
2–1372)
Raytrace Exclude/Include Dialog (page 2–1372)
Raytrace Antialiaser Dialog: Fast Adaptive
Antialiaser (page 2–1374)
Raytrace Antialiaser Dialog: Multiresolution
Adaptive Antialiaser (page 2–1375)
Raytrace Basic Parameters Rollout
Main toolbar > Material Editor > Type button >
Material/Map Browser > Raytrace > Basic Parameters
rollout
Menu bar > Tools menu > Material Editor > Type button
> Material/Map Browser > Raytrace > Basic Parameters
rollout
The Basic Parameters rollout for a
Ray t race
material (page 2–1353)
controls the material’s
shading, color components, reflectivity or
refractivity, and bumps.
Inter face
The basic parameters in this rollout are similar
to the basic parameters for standard materials,
but the color components of a Raytrace material
behave differently.
As w ith standard materials, you can use a map
for Raytrace color components and various other
parameters. The small buttons to the right of the
color swatches and parameters take you to the
Material/Map Browser (page 2–1256)
,whereyou
select a map of corresponding type. These are
shortcuts that also have corresponding buttons in
the Maps rollout. If you have assig ned a map to
one of these colors, the button displays the letter
M. An uppercase M means that the corresponding
map is assigned and active. A lowercase m means
that the map is assigned and inactive (turned off).
Shading drop-down list—Chooses a shader.
Depending on the shader you choose, the Specu lar
Highlight can change to show the controls for that
shader. The alternatives are:
•
Anisotropic: (page 2–1333)
For surfaces with
elliptical, "anisotropic" highlights.
•
Blinn: (page 2–1334)
For rounder, softer
highlights than Phong shading.
•
Metal: (page 2–1335)
For metallic highlights.
•
Oren-Nayar-Blinn: (page 2–1334)
For matte
surfaces such as fabric or terra-cotta.
•
Phong: (page 2–1334)
For surfaces with strong,
circular highlights. Phong is the default shading
type.
2-Sided—Same as for standard materials. When
on,shadesandraytracesbothsidesoffaces.By
default, objects are one-sided in order to speed up
rendering.
If you have a 2-sided, reflective and refractive
object, and you use the
raytrace map (page
2–1508)
rather than the material, the raytracer
runs until it hits the maximum recursion level.
This can be time-consuming.
Wire—Same as for standard materials. W hen on,
renders the material in
wireframemode(page