8
1540 Chapter 16: Material Editor, Materials, and Maps
Ma pChannel—
When Explicit Map Channel is the
coordinate system source, this value lets you set the
map channel; otherwise, it is ignored. Range=1
to 99. Default=1.
Offset—Moves the map pattern in X, Y, and Z.
Default=(0.0, 0.0, 0.0).
Tiling—
Tiles (page 3–1116)
the m ap pattern in
X, Y, and Z, and makes the pattern narrower.
Default=(1.0, 1.0, 1.0).
Angle—Rotates the map pattern in X, Y, and Z.
Default=(0.0, 0.0, 0.0).
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 avoid aliasing. Default=1.0.
BlurOffset—Affectsthesharpnessorblurrinessof
the map without regard to its distance from the
view. Blur Offset blurs the image itself in object
space. Use when you want to soften or defocus the
detailsinamaptoachievetheeffectofablurred
image. Default=0.0.
Shader s Rollout (XYZ Gener ator)
Material Editor > Any shader with a Coords parameter
(or other vector value). > Click the shader button. >
Material/Map Browser > XYZ Generator (3dsmax) >
Shaders rollout
Material Editor > mental ray Connection rollout > Unlock
the Surface component and click the shader button.
> Material/Map Browser > XYZ Generator (3dsmax) >
Shaders rollout
Material Editor > DGS material > Assign a shader to any
component. > Material/Map Browser > XYZ 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 ba sic parameters of the XYZ
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.
Interfa ce
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.