9
Dielectric Material Shader (mental ray) 1719
Shader Library
Bump (page 2–1716)
3ds Max
DGS M ateri al (this shader) 3ds Max
Dielectric base
Dielectric Material (pa ge
2–1719)
3ds Max
Edge lume
Facade lume
Glass lume
Glow lume
Landscape lume
Material to Shader (page
2–1723)
3ds Max
Metal lum e
Ocean
lume
Opacity
base
Reflect base
Refract base
Shader List (page 2–1723)
3ds Max
Stain
lume
Translucency lume
Transmat
physics
Transparency
base
Two Sided base
UV Generator (pa ge 2–1724)
3ds Max
Water Surface lume
Wet-Dry Mixer
lume
XY Z Generator (page 2–1729)
3ds Max
Di electri c M a ter i a l S ha der (ment al
ray)
Material Editor > mental ray Connection rollout >
Unlock the Surface or Photon component. > Click the
shader button for the Surface or Photon component. >
Material/Map B rowser > Dielectric Material (3dsmax) or
Dielectric Material Photon (3ds max)
Material Editor > mental ray material > Click the bu tton
for the Surface or Photon component. > Material/Map
Browser > Dielectric Material (3dsmax) or Dielectric
Material Photon (3dsmax)
Note: Shaders appear in the Browser only if the mental
ray renderer is the currently active renderer.
The Dielectr ic Material shader creates transparent,
refractive materials that are physically accurate.
A dielectric material, such as glass, is a material
whose sur face transmits most light that strikes it
at angles close to perpendic ular (90 degrees), but
reflects most light that str ikes at glancing ang les
(close to zero degrees).
When applied to the Surface component, this
shader affects the surface’s appearance. When
applied to the Photon component, it affects
its photon behavior for caustics and global
illumination. ( The Glass material is a m ental
ray phenomenon (a scripted shader tree) that is
equivalent to a mental ray material (page 2–1544)
w ith a Dielectric Materia l shader assigned to both
its Surface and Photon components, with the
parameter settings identical for both.)
Note: This material does not use a shadow shader,
soshadowswillalwaysbeopaqueunlessyou
use a Dielec tric Materia l shader for the Photon
component, and generate caustics when you
render.
Adjacent R efractive Materials
Two controls, Outside Light Persistence and Index
Of Refrac tion (Out), are for situations where you
are modeling two adjacent refractive materials.
Consider a dr in k in a martini glass. The glass