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1468 Chapter 16: Material Editor, Materials, and Maps
Faceted—
Renders each face of a surface as if it
were flat.
Underst anding Sha ders
For standard materials, a shader is an algorithm
that tells 3ds Max how to calculate surface
rendering . Each shader has a unique set of
characteristics in order to serve a particular
purpose. Some are nam ed for what they do well,
such as the Metal shader. Others are named for the
person w ho developed them, such as the Blinn and
Strauss shaders. The default shader in 3ds Max is
the Blinn shader.
Note: In addition to the shaders listed below,
3ds Max supports plug-in shader types.
The following list describ es the shaders supplied
w ith the software:
• Anisotropic: Used for brushed metal or hair.
Creates a highlight that is stretched and angled,
rather than the standard circular highlight.
• Blinn: Has the same features as the Phong
shader, but its mathematics are more accurate.
This is the default shader for Standard materials.
• Metal: Used for mak ing metals.
• MultiLayer: Two anisotropic shaders in one.
Used to make two d ifferent highlights with
independent controls. Simulates materials such
as a metal tha t is covered with a shiny coat of
wax.
• Oren-Nayar-Blinn: An adaptation of the Blinn
shader. It gives objects a porous, non-plastic
appearance, and is suitable for surfaces like
skin.