8

1390 Chapter 16: Material Editor, Materials, and Maps
Note:
When the IOR equals 1.0, there is no
refraction, and calculating the transparency can
take less time than when the material is refractive.
Shaders rollout
Thecontrolsonthisrolloutletyouassignamap
or shader to one of the basic parameters of the
DGS material. This is comparable to mapping
a component of a standard material; by adding
shaders, you can create a shader tree that generates
complex effects.
Click the button for a com ponent to display the
Material/Map Browser (page 2–1256)
and assign
the map or shader. Use the toggle at the left to turn
the effect of the map off or on.
The button to the right of each main shader
button is for shaders that can return multiple
parameters. If a shader that retur ns multiple
parameters is assigned to the component, the
button’s tooltip shows the p arameter name.
Clicking the button displays a
Connect Parameter
To Shader dialog (page 2–1523)
,whichletsyou
change which parameter is being used.
Impor tant:
UV Coordinates (page 2–1538)
and
XYZ
Coordinates (page 2–1541)
are the only shaders with
multiple return values provided with 3ds Max. You might
encounter multiple return values in shaders provided
with other shader libraries or custom shader code.
For all the DGS material components, the available
mental ray shaders are the same:
Shader Librar y
Bump (page 2–1526)
3ds Max
DGS Material (page 2–1527)
3ds Max
Dielectric base
Dielectric Material (page
2–1529)
3ds Max
Edge lume
Facade lume
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
Stain
lume
Translucency lume
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