9

DGS Material (mental ray) 1581
Wa rning: You can set the value of Transparency to be
greater than 1.0, but this has no effect. An anomaly of
the user interface for shaders in the m ental ray and lume
libraries is that spinner values are not “clampe d to lie
within their effective ranges, as they are for controls in
3ds Max.
The value of Tr ansparency also indirectly specifies
the reflectivity of the material, which is calculated
as 1.0 minus the Transparency value.
Index Of Refraction—Specifies t he IOR. In the
physical world, the IOR results from the relative
speeds of light through the transparent material
and the medium the eye or the camera is in.
Typically this is related to the object’s density. The
higher the IOR, the denser the object. Default=1.5.
See Extended Par ameters Rollout (Standard
Material) (page 2–1471) for a list of IOR values for
commonly encountered materials.
Note: When the IOR equals 1.0, there is no
refraction, and calculating the transparency can
take less time than when the material is refractive.
Shaders rollout
Thecontrolsonthisrolloutletyouassignamap
or shader to one of the basic parameters of the
DGS material. This is comparable to mapping
a component of a standard material; by adding
shaders, you can create a shader tree that generates
complex effects.
Click the button for a component to display the
Material/Map Browser (page 2–1412) and assi gn
the map or shader. Use the toggle at the left to turn
the effect of the map off or on.
The button to the right of each m ain shader
button is for shaders that can return multiple
parameters. If a shader that returns multiple
parameters is assigned to the component, the
button’s tooltip shows the parameter name.
Clicking the button displays a Connect Parameter
To Shader dialog (page 2–1713) ,whichletsyou
change which p ar ameter is being used.
Impor tant: UV Coordinates (page 2–1728) and XYZ
Coordinates (page 2–1730) are the only shaders with
multiple return values provided with 3ds Max. You might
encounter multiple return values in shaders provided
with other shader libraries or custom shader code.
For all the DGS material components, the available
mental ray shaders are t he same:
Shader Librar y
Bump (page 2–1716)
3ds Max
DGS Material (page 2–1717) 3ds Max
Dielectric base
Dielectric Material (page
2–1719)
3ds Max
Edge lume
Facade lume
Glass lume
Glow lume
Landscape lume
Material to Sha d er (page
2–1723)
3ds Max
Metal lume
Ocean
lume
Opacity
base
Reflect base
Refract base
Shader List (page 2–1723)
3ds Max
Stain
lume
Translucency lume