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1376 Chapter 16: Material Editor, Materials, and Maps
Blur Aspect
This is an aspect ratio that changes
theshapeoftheblur.Usuallyyouwillnotneedto
change it. Default=1.0.
Tip: If you see aliasing that occurs mostly along
horizont al lines, try increasing Blur Aspect to 1.5.
This changes the shape of the blurred effect. The
reverse is also true. If aliasing occurs mostly along
ver t ical lines, t ry decreasing Blur Aspect to 0.5.
Defocusing—Defocusing is a blur based on
distance. Wit h D efocus, objects near the surface
are not blurred, but objects farther away are
blurred. The rays cast are spread as they leave the
Ray trace material object’s surface. Default=0.0.
Tip: Increasing the value of D efocusing can give a
good distance blurring effect. Small adjustments
are usually adequate. Try starting with a value less
than 0.1, and increase or decrease it as necessary.
Also try adjusting Reflect Falloff in Ray t race
material or A ttenuation in Raytrace map to get the
best distance blurring effect.
Defocus Aspect—This is an aspect ratio that
changes the shape of the defocusing. Usually you
w i l l not need to change it. Default=1.0.
Architectural Mater ial
The settings for an Architectura l material are
physical properties, so it provides the greatest
possible realism w hen used with
photometric
lights (page 2–1155)
and
radiosity (page 3–50)
.
With this combination of features, you can create
lighting studies with a high degree of accuracy.
It is
not recommended
that you use the
Architectural material with standard 3ds Max
lights in the scene, or with the Light Tracer.
The point of this material is to provide accurate
modeling. Use it with photometric lights and
radiosity. The mental ray renderer, on the other
hand, can render the Architectural material, with
some limitations described below.
Tip: If you don’t need the deg ree of realism that
the Architectural material provides, you can use a
standard material (page 2–1309)
or other material
type.
Mater ial Templates
When you create a new material, you can choose
from a variety of templates. A template is
simply a set of preset material parameters, which
approximates the kind of material you want
to create, and gives you a starting point. See
Templates Rollout (page 2–1377)
.
R ender ing Architectura l Ma ter ia ls with
the mental ray R enderer
The
mental ray Renderer (page 3–77)
can
render Architectural m aterials. There are s ome
limitations, as follows:
Emit Energy (Based on Luminance): This
setting is ignored. T he Architectur al material
does not contribute to the scene’s lighting.
Sampling Parameters: These settings are
ignored, as the mental ray renderer uses its own
sampling.
Interfa ce
Templates Rollout (page 2–1377)
Physical Qualities Rollout (page 2–1377)
Special Effects Rollout (page 2–1380)
Advanced Lighting Override Rollout (page
2–1381)
SuperSampling Rollout (page 2–1302)
mental ray Connection Rollout (page 2–1305)