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1584 Chapter 16: Material Editor, Materials, and Maps
Note:
TheSSSPhysicalMaterialcanalsobeusedas
ashaderfortheSurfaceandPhotoncomponents
of a mental ray material (page 2–1544).
For a downloadable tutorial offering a practical
demonstration of using the SSS Fast Skin material,
see t
his Web page .
Light Contr ols for the S S S Phys ical
Material
The SSS Physical material includes light controls
that correspond to the lights array in the
parameters for the misss_physical shader.
Lights—When on, the material is illuminated only
by those lights specified in the list. When Lights is
turned off, all lights in the scene affect the material.
Default=off.
The remaining light controls are available only
when Lights is on.
List of lights—Displays the lights you have
chosen to illuminate this material.
Add—Adds a light to the list. Click Add to turn
it on, then click the light object in a viewport.
Replace—Replaces a lig ht in the list. Highlight a
light’s name in the list, click Replace to turn it
on, then click the replacement light object in a
viewport.
Delete—Deletes a lig ht from the list. Highlight
a light’s name in the l ist, then click Delete.
Ma tte/S hadow M ater ial
Material Editor > Type b utton > M aterial/Map Browser >
Matte/Shadow
The Matte/Shadow material allows you to make
whole objects (or any subsets of faces) into
matte objects (page 3–971) that reveal the current
environment map (page 3–934).
Simply rendering the framed photo against a background
shows the photo in front of the background.
A matte object hides parts of the photo, revealing the
background to make it appear the photo is behind the goblets.
It can also receive shadows cast on it from
non-matte objects in the scene. Us ing this
technique, you can cast shadows on backgrounds
by building matte proxy objects and placing
them in front of similarly shaped objects in the
background.