8

1384 Chapter 16: Material Editor, Materials, and Maps
The gray levels of a cutout map determine the amount of
transparency.
Procedure
To use a cutout map:
1.
Click the Cutout map button.
The
Material/Map Browser (page 2–1256)
is
displayed.
2. Choose from the list of
map types (page
2–1426)
,andthenclickOK.
The Material is now at the map level, and
displays map controls.
(If you choose Bitmap as the map type, you first
see a file dialog that lets you choose the image
file.)
3. Use the map controls to set up the map.
Toremoveacutoutmapfromamaterial:
Tip:
You can disable the map without removing it.
Simply turn off the toggle immediately to the left
of the map button on the Special Effects rollout.
1. If the Material Editor is displaying the map
controls, click the
Type button (page 2–1293)
to display the Material/Map Browser. If the
map controls aren’t visible, click the Cutout
map button to display them, and then click the
Type button.
2. In the Browser, choose NONE as the map type,
and then click OK.
The map is removed.
menta l r a y M a ter i a ls
Mater ials for Use with the mental
ray Renderer
A few materials are provided specifically for use
with the
mental ray renderer (page 3–77)
.These
materials are v isible in the
Material/Map Browser
(page 2–1256)
when the mental ray renderer is
theactiverenderer,andwhenthe
mental ray
Preferences panel (page 3–867)
has enabled the
mental ray extensions.
mental ray (page 2–1385)
Thementalraymaterialhascomponentsforthe
surface shader, and for the other nine optional
shaders that make up a material in mental ray.
DGS (page 2–1389)
DGS stands for Diff use, Glossy, and Specular.
This material behaves in a physically realistic
way.
Glass (page 2–1391)
The Glass material simulates both the surface
properties and the light-transmitting (photon)
properties of g lass.
Subsurface Scattering Materials (page 2–1392)
The subsurface scattering materials, supported
by a shader library from mental images, can
model sk in and similar organic materials.
Note: When you wire the parameters of an object
with a mental ray material assigned, names of
material parameters might differ from those in the
Material Editor interface. Also, parameters not