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Dielectric Material Shader (mental ray) 1529
Shader Library
Bump (page 2–1526)
3ds M ax
DGS Material (this shader) 3ds Max
Dielectric base
Dielectric Material (page
2–1529)
3ds M ax
Edge lume
Facade lume
Glass lume
Glow lume
Landscape lume
Material to Shader (page
2–1533)
3ds M ax
Metal lume
Ocean
lume
Opacity
base
Reflect base
Refract base
Shader List (page 2–1533)
3ds M ax
Stain
lume
Translucency lum e
Transmat
physics
Transparency
base
Two Sided base
UV Generator (page 2–1534)
3ds M ax
Water Surface lume
Wet-Dry Mixer
lume
XYZ Generator (page
2–1539)
3ds M ax
Di electri c M a ter i a l S ha der ( menta l
ray)
Material Editor > mental ray Connection rollout >
Unlock the Surface or Photon component. > Click the
shader button for the Surface or Photon component. >
Material/Map Browser > Dielectric Material (3dsmax) or
Dielectric Material Photon (3d smax)
Material Editor > mental ray material > Click the button
for the Surface or Photon component. > Material/Map
Browser > Dielectric Material (3dsmax) or Dielectric
Material Photon (3dsmax)
Note: Shaders do not appear in the Browser unless you
have enabled the mental ray ex tensions by using the
mental ray Preferences panel. In addition, shaders don’t
appear unless the mental ray renderer is the currently
active renderer.
The Dielectric Material shader creates transparent,
refractive materials that are physically accurate.
A dielectric material, such as glass, is a material
whose surface transmits most light that st rikes it
at angles close to perpend icular (90 degrees), but
reflects most light that strikes at glancing angles
(close to zero degrees).
When applied to the Surface component, this
shader affects the surface’s appearance. When
applied to the Photon component, it affects
its photon behavior for caustics and global
illumination. (The Glass material is a mental
ray phenomenon (a scripted shader tree) that is
equivalent to a
mental ray material (page 2–1385)
w ith a Dielectric Material shader assigned to both
its Surface and Photon components, with the
parameter settings identical for b oth.)
Note: This material does n ot use a shadow shader,
soshadowswillalwaysbeopaqueunlessyou
use a Dielectric Material shader for t he Photon
component, and generate caustics when you
render.
Adjacent R efractive Materials
Two controls, Outside Light Persistence and Index
Of Refrac tion (Out), are for situations where you