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Architectural Material 1535
Blur Aspect—
This is an aspec t ratio that changes
theshapeoftheblur.Usuallyyouwillnotneedto
change it. Default=1.0.
Tip: If you see aliasing that occurs mostly along
horizont al lines, t ry increasing Blur Aspect to 1.5.
This changes the shape of the blurred effect. The
reverse is also true. If aliasing occurs mostly along
ver t ical lines, t ry decreasing Blur Aspect to 0.5.
Defocusing—Defocusing is a blur based on
distance. With Defocus, objects near the surface
are not blurred, but objects farther away are
blurred. The rays cast are spread as they leave the
Ray trace material object’s surface. Default=0.0.
Tip: Increasing the value of Defocusing can g ive a
good distance blur ring effect. Small adjustments
are usually adequate. Try starting with a value less
than 0.1, and increase or decrease it as necessary.
Also try adjusting Reflect Falloff in Raytrace
material or Attenuation in Raytrace map to get the
best distance blurring effect.
Defocus Aspect—This is an aspect ratio that
changes the shape of the defocusing. Usually you
w i l l not need to change it. Defau lt=1.0.
Architectural Mater ial
The settings for an Architectural material are
physical properties, so it provides the greatest
possible realism when used with photometric lights
(page 2–1301) and radiosity (page 3–51).Withthis
combination of features, you can create lig hting
studies w ith a high degree of accuracy.
It is not recommended that you use the Architectural
material with standard 3ds Max lights in the
scene, or with the Light Tracer. The point of this
material is to provide accurate modeling. Use it
with photometric lights and radiosity. The mental
ray renderer, on the other hand, c an render the
Architectural material, with s ome limitations
described below.
Tip: If you don’t need the degree of realism that
the Architectural material provides, you can use a
standard material (page 2–1465) or other material
type.
Mater ial Templates
When you create a new material, you can choose
from a variety of templates. A template is
simply a set of preset material parameters, which
approximates the kind of material you want
to create, and gives you a starting point. See
Templates Rollout (page 2–1536).
R ender ing Ar chitectur al Ma ter ia ls wit h
the mental r ay R enderer
The mental ray Renderer (page 3–78) can
render Architectural materials. There are some
limitations, as follows:
Emit Energy (Based on Luminance): This
setting is ig nored. The Architectural material
does not contribute to the scenes lighting.
Sampling Parameters: These settings are
ignored, as the mental ray renderer uses its own
sampling.
Tip: When rendering with mental ray, instead of the
Architectural material, we highly recommend that
you use the Arch & Design material (page 2–1549)
instead. This material was designed especially
formentalrayandprovidessuperiorflexibility,
rendering characteristics, and speed.
Interfa ce
Templates Rollout (page 2–1536)
Physical Qualities Rollout (page 2–1536)
Special Effects Rollout (page 2–1539)
Advanced Lighting Override Rollout (page 2–1540)
SuperSampling Rollout (page 2–1459)