8
1526 Chapter 16: Material Editor, Materials, and Maps
Shaders rollout
Thecontrolsonthisrolloutletyouassignamap
or shader to the Factor or Direction Strength
parameters. Click the button for a component to
display the
Material/Map Browser (page 2–1256)
and assign the m ap or shader. Use the toggle at t he
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 Coordinate (page 2–1538)
and
XYZ
Coordinate (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.
B ump Sh ader (menta l r a y )
Material Editor > mental ray material > Click the button
for the Surface or Bump com ponent. > Material/Map
Browser > Bump (3dsmax)
Note: Shaders do not appear in the Browser unless you
have enabled the mental ray extensions by using the
mental ray Preferences panel. In addition, shaders don’t
appear unless the mental ray renderer is the currently
active renderer.
The Bump shader provides bump mapping for
the mental ray renderer. Bumps are created
by perturbing face normals before the object
is rendered, using the same method as
bump
mapping (page 2–1347)
for the scanline renderer.
Wa rn in g: Although you can assign a Bump shader
to the Surface component, if you assign
only
aBump
shader, the surface will render as black. For the Surface
component, use the Bump shader in a
Shader List (page
2–1533)
,orforthe
mental ray material (page 2–1385)
,
use the Bump component itself.
Interfa ce
Bump (3dsmax) Parameters rollout
Multiplier—Adjust the bump effect by multiplying
the map values. Negative Multiplier values reverse
the bump effect: hollow areas now protrude, and
raised areas b ecome hollow. Default=1.0.
Map—Click to display the
Material/Map Browser
(page 2–1256)
and choose a map to use for
generating bumps. Bump mapping uses the
intensity of the map to affect the surf ace of the
material. The intensity affects the apparent
bumpiness of the surface: wh ite areas protrude,
and black areas recede.
Shaders rollout
Thecontrolsonthisrolloutletyouassigna
map or shader to the Multiplier parameter.
Click the button for a component to display the
Material/Map Browser (page 2–1256)
and assign
the map or shader. Use the togg le at the left to tur n
the effect of the map off or on.
The button to the right of the main shader
button is for shaders that can return multiple
parameters. If a shader that returns multiple
parameters is assigned to the component, the
button’s tooltip shows the parameter name.