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1718 Chapter 16: Material Editor, Materials, and Maps
Tra nspare ncy
Specifies the t ransparency. The
effective range of Transparency is from 0.0 to 1.0.
At 0.0 the material is fully opaque. At 1.0 it is fully
transparent. Default=0.0.
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 “clamped 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.
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 unavailable unless
Lights is turned 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 light f rom the list. Highlig ht
a light’s name in the list, then click Delete.
Shaders rollo ut
The controls on this rollout let you assign a map or
shader to one of the basic parameters of the DGS
Ma terial shader. This is comparable to mapping
a component of a standard mater ial; by adding
shaders, you can create a shader tree that generates
complex effects.
Click the button for a component to displa y the
Material/Map Browser (page 2–1412) and assign
the map or shader. Use the toggle at the left to turn
the effect of the m ap 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 shader components, the
available mental ray shaders are the same: