9
1712 Chapter 16: Material Editor, Materials, and Maps
XYZ Generator Shader (mental ray) (page 2–1729)
XYZ Coordinate Shader (mental ray) (page 2–1730)
mental images Shader Libraries
Material Editor > Maps rollou t > Click a Map button. >
Material/Map Browser > Pick a mental ray shader other
than a custom 3ds Max shader or a lume shad er.
Note: Shaders appear in the Browser only if the mental
ray renderer is the cur rently active renderer.
The shaders provided with standard libraries from
mental images are meant for use with the mental
ray renderer (page 3–78). There are three standard
libraries: Base Shaders (base.mi), Physics Shaders
(physics.mi), and Contour Shaders (contour.mi).
Note: In the mental i mage libraries, the names of
base shaders have the prefix “mib_” and the names
of contour shaders ha ve the prefix “contour_”.
These prefixes don’t appear in the 3ds Max user
interfaceorinthetablethatfollows.(Namesof
physics shaders have no conventional prefix.)
The following table lists the mental images library
shaders provided with 3ds Max.
Tip: When you follow a link to the documentation
for mental images library shaders, scroll up a bit
in your browser. The links tend to go directly to
the shader’s declaration code, and often there are
some introductory paragraphs directly above the
code. If the link goes to the beginning of a sect ion,
scroll down instead.
Shader Library
Ambient/Reflective
Occlusion
base
Combi
contour
Contour Composi te
contour
Contour Contrast Function
Levels
contour
Contour Only
contour
Contour PS (PostScript)
contour
Shader Librar y
Contour Store Function
contour
Curvature
contour
Depth Fade
contour
DGS Material Photon physics
Dielectric base
Factor Color
contour
Layer Thinner
contour
Light Infi nite base
Light Point base
Light Spot base
Opacity
base
Parti Volume physics
Photon Basic base
Reflect base
Refract base
Shadow Transparency base
Simple
contour
Tex ture Remap
base
Tex ture Rotate
base
Tex ture Wave
base
Transmat
physics
Transmat Photon physics
Transparency
base
Two Sided base