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Shaders Rollout (UV Generator) 1727
the map so that it is perpendicular to the surface.
Default=0 (UV).
•0isforUV.
•1isforVW.
•2isforWU.
ClipWhenon,UVsareclipped.Whenoff,UVs
are wrapped. Default=on.
Blur—Affects the sharpness or blurriness of the
map based on its distance from the view. The
fartherawaythemapis,thegreatertheblurring.
TheBlurvalueblursmapsinworldspace. Blur
is primarily used to avoid aliasing (page 3–907).
Default=1.0.
BlurOffsetAffectsthesharpnessorblurrinessof
the map without regard to its distance from the
view. Blur Offset blurs the image itself in object
space.Usethisoptionwhenyouwanttosoftenor
defocus the details in a map to achieve the effect
of a blurred image. See Blur / Blur Offset (page
3–918).Default=0.0
Noise—When on, noise settings affect the map.
When off, no noise is applied. Default=off.
AnimateDetermines if the noise effect is
animated. This parameter must be turned on if
you intend to animate the noise. Default=off.
Amount—Sets the strength of the f ractal function,
expressed as a percentage. If the amount is 0 there
is no noise. If the amount is 100 the map becomes
pure noise. Default-1.0.
Size—Sets the scale of the noise function relative
to geometry. At very sma ll values, the noise effect
becomes white noise. At large values, the scale
can exceed the scale of the geometry, in which
case it has little or no effect. Range=0.001 to 100.
Default=1.0.
Leve l—Or iterations: t he number of times the
function is applied. The effect of the level is
dependent on the Amount value. The stronger the
amount, the greater the effect of increasing the
Level va lue. Range=1 to 10. Default=1.
Phase—Controls the speed of the animation of the
noise function. Default=0.0.
RealWorldMapSize—Cont rols the scaling method
used for texture mapped materials that are applied
totheobject. Thescalingvaluesarecontrolled
bytheUseReal-WorldScalesettingsfound
on the applied material’s Coordinates rollout.
Default=on.
Sha der s R ol lou t (UV Gen era tor )
Material Editor > Any shader with a Coords parameter
(or other vec tor value). > Click the shader button. >
Material/Map Browser > UV G e nerator (3dsmax) >
Shaders rollout
Material Editor > mental ray Connec tion rollout > Unlo ck
the Surface component and click the shader button.
> Material/Map Browser > UV Generator (3dsmax) >
Shaders rollout
Material Editor > DGS material > Assign a shader to any
compone nt. > Material/Map Browser > UV Generator
(3dsmax) > Shaders rollout
Note: Shaders appear in the Browser only if the mental
ray renderer is the currently active renderer.
The controls on this rollout let you assign a map or
shader to one of the basic parameters of the UV
Generator 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.