9
1546 Chapter 16: Material Editor, Materials, and Maps
Shader Library
Ambient/Reflective
Occlusion
base
1
(see note, below)
Bump (page 2–1716)
3ds Max
DGS Material (page 2–1580) 3ds Max
Dielectric base
Dielectric Material (page
2–1719)
3ds Max
Edge lume
Facade lume
Glass lum e
Glow lume
Landscape lume
Material to Shader (page
2–1723)
3ds Max
Metal lume
Ocean
lume
Opacity
base
Reflect base
Refract base
Shader List (page 2–1723)
3ds Max
SSS Physical Material subsur face scattering
Stain
lume
Texture Wave
base
Translucency lume
Transmat
physics
Transparency
base
Two Sided base
UV Ge nerator (page 2–1724)
3ds Max
Water Surface lume
Wet-Dry Mixer
lume
XYZ G enerator (page 2–1729)
3ds Max
Note: As of the c urrent version of 3 ds Max, the
Ambient/Reflective Occlusion shader has been
updated to support certain capabilities for texture
baking (see this note). If you load a file containing
a material that uses the older version of the shader,
that same version is still used in the scene, and the
shader is renamed "Ambient/Reflective Occlusion
(base) (old)". T he old version of the shader
continues to be used in the scene until you reapply
it in the Material Editor.
Note: Unlike a st andard 3ds Max material, if you
assign the Surface component a bitmap with tiling
turned off, the original surface color does not
“show through.” In renderings, you see only the
untiled map, and none of the rest of the object.
Shadow—Assigns a shadow shader.
The shadow component can be assigned the
following shaders:
Shader Librar y
Edge Shadow lume
Facade lume
Glass lume
Glow lume
Material to Sha d er (page
2–1723)
3ds Max
Metal lume
Shader List (page 2–1723)
3ds Max
Shadow Transparency base
Translucency lume
Transmat
physics
Water Surface Shadow lume
Caustics and GI group
Photon—Assigns a photon shader. Photon shaders
modify the appearance of caustics and global
illumination. T hey modify lig ht energ y (luminous
flux) r ather than color (radiance).
Thephotoncomponentcanbeassignedthe
following shaders: