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1518 Chapter 16: Material Editor, Materials, and Maps
the surface of the raytraced object reflecting the
lights in the scene. Changing the color or intensity
of lights in the scene can change the appearance
of specular highlights.
As in standard m aterials, as you adjust the values
in this group the highlight curve at the right
changes to give you an idea of the effect. The
material preview in the sample slot also updates.
Specular Color Sets the specular color (page
3–1014), assuming there are white lig hts in the
scene.
Click the color swa tch to displa y the Color Selector
(page 1–161) and change the hig hlight color.
Clickthemapbuttontoassignamaptothe
specular color. See Specular Mapping (page
2–1500).Thisbuttonisashortcut:youcanalso
assign specular level mapping in the Raytrace
Maps rollout (page 2–1523).
The remaining cont rols in the Specular High light
group dep end on the active shader, as shown next
to Shading:” at the top of this rollout. These
highlight controls are the same as for the Standard
mater ial shaders.
Thesearethehighlightcontrolsavailableto
Raytrace materials:
Anisotropic highlights (page 2–1492)
Blinn, Oren-Nayar-Blinn, and Phong highlights
(page 2–1493)
Metal highlights (page 2–1494)
Note: Highlight controls that don’t pertain to
the current shader are labeled “N/A.
Environment—Specifies an environment map that
overrides the global environment map. Both
Reflect and Transparency use the scene-wide
environment map unless you use this button to
specif y another m ap. With this control, you can
use different environment maps on a per-object
basis, or provide an environment to specified
objects when the scene as a whole has none.
This map overrides the scene-wide environment
for both reflection and refrac tion. To override
for refraction alone, see the Transparency
Environment control in the Extended Parameters
rollout.
Use the check box to turn this map on or off.
Tip: Yo u c a n u s e a n y m a p a s t h e R ay t r a c e
environment, including the Reflect/Refract (page
2–1699) map. Reflect/Refract map is often
adequate for getting the required look, and it
usually renders more quickly t han ray tracing the
entire scene, especially if the Raytrace material is
transparent. If you are using Ray t race material just
to get the glass to look right on a car’s headlight or
onalightbulbhanginginthemiddleofaroom,
turn off the ray tracer and use an environment map
instead.
Lock button—Locks the Environment map to
the Transparency Environment map (found on
the Extended Parameters rollout (page 2–1519)).
When on, the Transparency Environment map
controls are disabled, and a map applied to the
Raytrace Environment applies to the Transparency
Environment as wel l. When off, the Transparency
Environment map controls are enabled, and the
Transparency Environment can have a different
map assigned to it. Default=on.
Changing this button’s setting here also changes it
on the Extended Parameters rollout (page 2–1519)
and the Maps rollout (page 2–1523).
Bump—This is the same as bump mapping (page
2–1506) for Standard materials. Click the button
to assign the map. Use the spinner to change the
bump Amount. Use the check b ox to turn the map
on or off.