9
1462 Chapter 16: Material Editor, Materials, and Maps
Inter face
For each kind of shader on this rollout, there is a
toggle and a button.
• The toggle controls whether the assigned
shader is active or not.
If no shader is assigned, the togg le has no effect.
• The button lets you assign a shader to the
component type. Clicking it displays the
Material/Map Browser (page 2–1412): assigning
a shader is just like assigning a map to a
component of a standard material.
While a shader is assigned, its name appears
on the button.
•
In addition to the toggle and button, some
of the shader types have a lock button to the
right. When button is on, the component is
inherited from t he base material, and you can’t
assign a shader. For example, by default the
Surface component is locked, and the surface
is shaded using t he settings of the 3ds Max
material (basic parameters, maps, and so
on). Turn off this button to replace the base
material’s settings with a mental ray shader.
Note: Using a shader for the Surface component
canresultinamaterialwhoseappearancein
mental ray renderi ngs is completely different
fromtheappearanceithasinthesampleslot,
viewports, and scanline renderings.
Basic Shaders group
Surf ace—Shades the surface of objects that have
this material. Default=locked to parent material.
In addition to any of the usual 3ds Max m aterials,
the sur face component can be assi gned the
following mental ray materials or shaders:
Shader Librar y
Bump (page 2–1716)
3ds Max
DGS Material (page 2–1580)
3ds Max
Dielectric base
Dielectric Material (page
2–1719)
3ds Max
Edge lume
Facade lume
Glass lume
Glow lume
Landscape lume
Material to Sha d er (page
2–1723)
3ds Max
Metal lume
Ocean
lume
Opacity
base
Reflect base
Refract base
Shader List (page 2–1723)
3ds Max
Stain
lume
Translucency lume
Transmat
physics
Transparency
base
Two Sided base