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mental ray D isplacement 95
4.
Also on the mental ray Connection rollout,
clicktounlocktheSurfacecomponent.Click
the button and use the Browser to assign the
Transmat (Physics) shader to the surface.
(If you are using the mental ray material,
you don’t need to first unlock t he Surface
component.)
5. Ap ply the material to objects you wish to use as
shaded volumes.
mental ray Displacement
Displacement shading with the mental ray
renderer is similar to
displacement mapping (page
2–1352)
of standard materials. One advantage
of using mental ray displacement is that the
additional polygons of displaced surfaces are
stored only in the mental ray scene database, not
in your 3ds Max scene, so they do not increase
the memory requirements of your scene, except
at render time. This c an be a big improvement
in performance over displacement mapping with
standard materials and the scanline renderer.
Procedure
To add displacement to a mental ray r endering:
1.
Choose Customize > Preferences. Go to the
mental ray panel, and turn on Enable Mental
Ray E xtensions.
2. On the Render toolbar, click Render
Scene.
If the active renderer is not already the mental
ray renderer, go to the Common panel, and
on the Assign Renderer rollout, click the “...
button for the Production renderer. A Choose
Renderer dialog is displayed. High light “mental
ray Renderer” in the lis t, and then click OK.
Leave the Render Scene dia log open, or
minimize it.
3. Open the Materia l Editor. For the
materials of objects you want to render w ith
displacement, use the
ment al ray Connection
rollout (page 2–1305)
to assign a shader to the
Displacement component.
Another technique would be to use the
mental ray material (page 2–1385)
, and assign
shaders to both the Surface and Displacement
components.
4. Open the Material Editor.
5. On the mental ray Connection rollout,
click to unlock the Displacement component.
Click the button and use the Browser to assign
a displacement shader to the surface.
Wa rn in g: This overrides any displacement assigned
to the base material as a standard map.
Another technique would be to use the
mental
ray material (page 2–1385)
,andassignashader
to the Displacement component. (If you are
using the mental ray material, you don ’t need to
first unlock the Displacement component.)
6. Apply the material to objects you wish to show
the displacement.
mental ray Contour Shading
Contourshadingletsyourendervector-based
contourlines. Contoursaresimilartotheink
component of the Ink n Paint material.