8
1386 Chapter 16: Material Editor, Materials, and Maps
inrendering.Whenthetoggleisoff,theshaderis
not used, even if it has been assigned. Clicking the
button to the right of the component name displays
the
Material/Map Browser (page 2–1256)
so you
can assig n a particular shader to the component.
Basic Shaders group
Surf ace—Shades the surface of objects that have
this material.
In addition to any of the usual 3ds Max materials,
the surface component can be assigned the
followingmentalraymaterialsorshaders:
Shader Library
Ambient/Reflective
Occlusion
base
Bump (page 2–15 26)
3ds Max
DGS Material (page 2–1389)
3ds Max
Dielectric base
Dielectric Material (page
2–1529)
3ds Max
Edge lume
Facade lum e
Glass lume
Glow lume
Landscape lume
Material to Shader (page
2–1533)
3ds Max
Metal lume
Ocean
lume
Opacity
base
Reflect base
Refract base
Shader Lis t (page 2–1533)
3ds Max
SSS Physical Material subsurface scattering
Stain
lume
Texture Wave
base
Translucency lume
Shader Library
Transmat
physics
Transparency
base
Two Sided base
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.
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
modify the appearance of c austics and global
illumination. They modify light energy (luminous
flux) rather than color (r adiance).