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Shaders Rollout (UV Generator) 1537
the map so that it is perpendicular to the surface.
Default=0 (UV).
•0isforUV.
•1isforVW.
•2isforWU.
ClipWhenon,UVsareclipped.Whenoff,UVs
are wrapped. Default=on.
Blur—Affects the sharpness or blurriness of the
map based on its distance from the view. The
fartherawaythemapis,thegreatertheblurring.
The Blur value blurs maps in world space. Blur is
primarily used to a void
aliasing (page 3–1001)
.
Default=1.0.
BlurOffsetAffectsthesharpnessorblurrinessof
the map without regard to its distance from the
view. Blur Offset blurs the image itself in object
space.Usethisoptionwhenyouwanttosoftenor
defocus the details in a map to achieve the effect
of a blurred image. See
Blur / Blur Offset (page
3–1012)
.Default=0.0
Noise—When on, noise settings affect the map.
When off, no noise is applied. Default=off.
AnimateDetermines if the noise effect is
animated. This parameter must be turned on if
you intend to animate the noise. Default=off.
Amount—Sets the strength of the fractal function,
expressed as a percentage. If the amount is 0 there
is no noise. If the amount is 100 the map becomes
pure noise. Default-1.0.
Size—Sets the scale of the noise function relative
to geometry. At very small values, the noise effect
becomes white noise. At large values, the scale
can exceed the scale of the geometry, in which
case it has little or no effect. Range=0.001 to 100.
Default=1.0.
Leve l—Or iterations: the number of times the
function is applied. The effect of the level is
dependent on the Amount va lue. The stronger the
amount, the greater the effect of inc reasing the
Level value. Range=1 to 10. Default=1.
Phase—Controls the speed of the animation of the
noise function. Default=0.0.
RealWorldMapSizeControls the scaling
method used for texture mapped materials that
areappliedtotheobject.Thescalingvaluesare
controlled by the Use Real-World Scale settings
foundontheappliedmaterialsCoordinates
rollout. Default=on.
Sha der s R oll out ( UV Gener a tor )
Material Editor > Any shader with a Coords parameter
(or other vector value). > Click the shader button. >
Material/Map Browser > UV Generator (3dsmax) >
Shaders rollout
Material Editor > mental ray Connection rollout > Unlock
the Surface component and click the shader button.
> M aterial/Map Browser > UV Generator (3dsmax) >
Shaders rollout
Material Editor > DGS material > Assign a shader to any
compone nt. > Material/Map Browser > UV Generator
(3dsmax) > Shaders rollout
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 controls on this rollout let you assign a map or
shader to one of the basic parameters of the UV
Generato r 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.