8

Camera Effects Rollout (mental ray Re nderer) 103
Shader Library
Contour Contrast Function
Levels
contour
Co nt our StoreThis component stores the data on
which contours are based. It can be assigned the
following shader, which has no parameters to set:
Shader Library
Contour Store Function
contour
Co nt our OutputThe contour output component
can be assigned one of these shaders:
Shader Library
Contour Composite
contour
Contour Only
contour
Contour PS (PostScript)
contour
To adjust the settings for a shader assigned to one
of these components, drag the shader’s button to
an unused Material Editor sample slot.
Be sure to
choose Instance
when prompted to use an instance
or a copy. (If you edit a copy of the shader, you will
have to drag the sample slot back to the shader
button on the Camera Effects rollout before y ou
seeanychangestakeeffect.)
Camera Shaders group
These controls let you assign mental ray camera
shaders. Click a button to assign a shader to that
comp onent. After a shader is assig ned, its name
appears on the button. Use the toggle on the
left to temporarily disable a shader that has been
assigned.
Lens Click to assign a lens shader. This
comp onent can be assig ned one of these shaders:
Shader Library
Distortion
lume
Night
lume
Shader Librar y
Shader Lis t (page 2–1533)
3ds Max
Wrap Around lume
Outpu t—Clicktoassignacameraoutputshader.
Wa rn in g: No camera output shaders are provided with
3dsMax. Thisoptionisprovidedforuserswhohave
access to camera shaders via other shader libraries or
custom sha der code.
Volume—
Clicktoassignavolumeshadertothe
camera. These are the volume shaders you can
assign:
Shader Librar y
Beam
lume
Material to Shader (page
2–1533)
3ds Max
Mist
lume
Parti Volume physics
Shader Lis t (page 2–1533)
3ds Max
Submerge lume
Note: You can also assign Volume shaders to the
Volume component of the
mental ray Connection
rollout (page 2–1305)
and the mental ray material
(see
Material Shaders Rollout (mental ray
Material) (page 2–1385)
).
Depth of Field (Perspective View s On ly) group
These controls are comparable to the
depth-of-field controls for cameras. T hey apply
only to P erspective viewports. You can render
depth-of-field effects for either Camera or
Perspective views. D epth-of-field effects don’t
appear when you render orthographic viewports.
ForaPerspectiveview,usethecontrolsinthis
group. For a Camera view, choose “Depth Of Field
(mental ray)” as the multi-pass rendering effect,
then adjust the f-Stop sett ing. See
Depth of Field
Parameter (mental ray Renderer) (p age 2–1227)
.