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1514 Chapter 16: Material Editor, Materials, and Maps
Raytrace Exclude/Include D ialog (page 2–1531)
Raytrace Antialiaser Dialog: Fast Adaptive
Antialiaser (page 2–1533)
Raytrace Antialiaser Dialog: Multiresolution
Adaptive Antialiaser (page 2–1534)
Raytrace B asic Parameters Rollout
Main toolbar > M aterial Editor > Type button >
Material/Map Browser > Raytrace > Basic Parameters
rollout
Menu bar > Tools menu > Material Editor > Type button
> Material/Map B rowser > Raytrace > Basic Parameters
rollout
The Basic Parameters rollout for a Raytrace
material (page 2–1512) controls the material’s
shading, color components, reflectivity or
refractivity, and bumps.
Inter face
The basic p arameters in this rollout are similar
to the basic parameters for standard materials,
but the color components of a Ra ytrace material
behave differently.
As w ith standard materials, you c an use a map
for Raytrace color components and various other
parameters. The small buttons to the right of the
color swat ches and parameters take you to the
Material/Map Browser (page 2–1412) ,whereyou
select a map of corresponding type. These are
shortcuts that also have corresponding buttons in
the Maps rollout. If you have assigned a m ap to
one of these colors, the button d isplays the letter
M. An uppercase M means that the corresponding
map is assigned and act ive. A lowercase m means
that the m ap is assig ned and inactive (turned off).
Shading drop-down list—Chooses a shader.
Depending on the shader you cho ose, the Specular
Highlight can change to show the controls for that
shader. The alternatives are:
Anisotropic: (page 2–1492) For surfaces with
elliptical, "anisotropic" highlights.
Blinn: (page 2–1493) For rounder, softer
highlights than Phong shading.
Metal: (page 2–1494) For metallic highlights.
Oren-Nayar-Blinn: (page 2–1493) For matte
surfaces such as fabric or terra-cotta.
Phong: (page 2–1493) For surfaces with strong,
circular highlights. Phong is the default s hading
type.
2-Sided—Same as for standard materials. When
on,shadesandraytracesbothsidesoffaces.By
default, objects are one-sided in order to speed up
rendering.
If you have a 2-sided, reflective and refractive
object, and you use the raytrace map (page 2–1698)
rather than the material, the raytracer runs until
it hits the maximum recursion level. This can be
time-consuming.
Wire—Same as for standard materials. When on,
renders the material in wireframemode(page
3–1034). Youcanspecifythewiresizeinthe
Extended Parameters rollout.