8
Matte/Shadow Material 1393
Note:
TheSSSPhysicalMaterialcanalsobeusedas
ashaderfortheSurfaceandPhotoncomponents
of a
mental ray material (page 2–1385)
.
See the tutorial U
sing the Fast SSS Skin Shader for
a practical demonstration of using this particular
SSS sk in material.
Light Control s for the S SS P hys ical
Material
The SSS Physical material includes light controls
that correspond to the
lights
array in the
parameters for the
misss_physical
shader.
Lights—When on, the material is illuminated only
by those lights sp e cified in the list. When Lights is
turned off, all lights in the scene affect the material.
Default=off.
The remaining light controls are available only
when Lights is on.
•
List of lights—Displays the lights you have
chosen to illuminate this material.
•
Add—Adds a light to the list. Click Add to turn
it on, then click the light object in a viewport.
•
Replace—Replaces a light in the list. Highlight a
light’s name in the list, click Replace to turn it
on, then click the replacement light object in a
viewport.
•
Delete—Deletes a lig ht from the list. Highlight
a light’s name in the list, then click Delete.
Matte/Shadow Material
Material Editor > Type button > Material/Map Browser >
Matte/Shadow
The Matte/Shadow material allows you to make
whole objects (or any subsets of faces) into
matte
objects (page 3–1065)
that reveal the current
environment map (page 3–1028)
.
Simply rendering t he framed ph oto against a background
shows the photo in front of the background.
A matte object hides parts of the photo, revealing the
background to make it appear the photo is behind the
goblets.
It can a lso receive shadows cast on it from
non-matte objects in the scene. Us ing this
technique, you can cast shadows on backgrounds
by building matte proxy objects and placing
them in front of similarly shaped objects in the
background.