8

Environment Shader (mental ray) 1531
Phong Coefficient
When greater t han zero,
generates Phong hig hlights on the surface. The
high lights appear in the sample slot. In general
thisvaluemustbegreaterthan10forhighlightsto
be apparent. Default=0.0.
Envi ronment S hader (mental ray )
Material Editor > mental ray Connectio n rollout > Assign
a shader to the Environment component. > Material/Map
Browser > Environment (3dsmax)
Material Editor > mental ray material > Assign a shader to
the Environment component. > Material/Map Browser >
Environment (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 Environment shader lets you specif y an
environment that is local to the material. Controls
fortheEnvironmentshaderaresimilartothose
for a scene’s environment on the Render Scene
dialog’s Env ironment panel. However, the local
Environment shader doesn’t affect the scene
background. Instead, it provides an environment
that the material can reflect or refrac t.
If an environment map is present, it generates the
reflections or refractions, and they are not ray
traced.
Inter face
Parameters rollout
Note: The button to the right of the UseAlpha
and Color controls is a shor tcut shader button.
Clicking one of these buttons displays the
Material/Map Browser (page 2–1256)
so you can
assignashadertothiscomponent.Whenamap
or a shader has been assigned to a component, this
button displays the letter “M, and the comparable
button on the Shaders rollout displays the map or
shader name.
UseA lpha Whenon,usesthemapsalpha
channel, if it has one. The alpha channel specifies
those portions of the map that are transparent or
translucent. Default=off.
Co lorClick the color swatch to display a
Color
Selector (page 1–157)
and choose a color to use as
the environment.
Map—Click the button to display a
Material/Map
Browser (page 2–1256)
and choose a map to use as
the environment.
Shaders rollout
Thecontrolsonthisrolloutletyouassignamap
or shader to the UseAlpha and Color parameters.
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