9

1544 Chapter 16: Material Editor, Materials, and Maps
The subsurface scattering materials, suppor ted
by a shader library from mental images, can
model skin and similar organic materials.
Note: When you wire the parameters of an object
with a mental ray material assig ned, names of
material parameters might differ from those in the
Material Editor interface. Also, parameters not
supported by 3ds Max mig ht appear as blanks in
the wiring menu.
menta l r ay M at er ia l
Material Editor > Type button > M aterial/Map Browser
>mentalray
Note: The mental ray material appears in the Browser only
if the mental ray renderer is the currently active renderer.
The mental ray material lets you create a material
exclusively for use by the mental ray renderer
(page 3–78). A mental ray material consists, at the
top level, of from one to 10 kinds of shaders, or
shading components.
Impor tant: You must assign a shader to the material’s
Surface component. Otherwise, t he mental ray material
will not be visible when you render.
Inter face
Theinterfacetothementalraymaterialconsists
of two rollouts:
Material Shaders Rollout (mental ray Material)
(page 2–1544)
Advanced Shaders Rollout (mental ray Material)
(page 2–1548)
Ma ter ia l S ha der s R oll out (ment al
ray Material)
Material Editor > Type button > Material/Map Browser >
mental ray > Material Shaders rollout
Note: The mental ray material appears in the Browser only
if the mental ray renderer is t he currently active renderer.
The mental ray material lets you create a material
exclusively for use by the mental ray renderer (page
3–78). The Materia l Shaders rollout provides
controls for the main kinds of component shaders
you are likely to assign.
Impor tant: You must assign a shader to the material’s
Surface component. Other wise, the mental ray material
will not be visible when you render.
See also
Advanced Shaders Rollout (mental ray Mater ial)
(page 2–1548)
Interfa ce
Each shader component has a toggle at the left of
itsname.Whenthetoggleison,theshaderisused
in rendering. When the toggle is off, the shader is
not used, even if it has been assigned. Clicking the
button to the right of the component name displays