8
1528 Chapter 16: Material Editor, Materials, and Maps
Trans parency—
Specifies the transparency. The
effect ive r ange of Transparency is from 0.0 to 1.0.
At 0.0 the material is fully opaque. At 1.0 it is fully
transparent. D efault=0.0.
Wa rn in g : You can set the value of Transparency to be
greater than 1.0, but this has no effect. An anomaly of
the user interface for shaders in the mental ray and lume
libraries, is that spinner values are not “clamped ” to lie
within their effec tive ranges, as they are for controls in
3ds Max.
The va lue of Tr ansparency a lso indirectly specifies
the reflectivity of the material, which is calculated
as 1.0 minus the Transparency value.
Index Of Refraction—Specifies the IOR. In the
physical world, the IOR results from the relative
speeds of light through the t r ansparent material
and the medium the eye or the camera is in.
Typically this is related to the object’s density. The
higher the IOR, the denser the object. Default=1.5.
See
Extended Parameters Rollout (Standard
Material) (page 2–1312)
for a list of IOR values for
commonly encountered mater ials.
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.
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 unavailable unless
Lights is turned 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 light from the list. High lig ht
a l ight’s name in the list, then click D elete.
Shaders rollout
The controls on this rollout let you assign a map or
shader to one of the basic parameters of the DGS
Ma terial shader. This is comparable to mapping
a component of a standard material; by adding
shaders, you c an create a shader tree that generates
complex effects.
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 each 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.
Clicking the button displays a
Connect Parameter
To Shader dialog (page 2–1523)
,whichletsyou
change which p ar ameter 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 shader components, the
available mental ray shaders are the same: