8

Processing Panel (mental ray Renderer) 85
Camera E nha ncements
On the
Parameters rollout (page 2–1218)
,a“Depth
Of Field (mental ray)” choice has been added to
the Multi-Pass Effect drop-down l ist to support
the mental ray renderer’s depth-of-field effects.
To u s e this, turn on both Enable in the camera’s
M ulti-Pass Effect group (default=off), and Depth
Of Field on the Render Scene dialog > Renderer
panel >
Camera Effects rollout (page 3–100)
.
You can also assign mental ray lens, output,
and volume shaders to cameras. These controls
are also on the Render Scene dialog’s Camera
Effects rollout. (This rollout also contains some
contour-shading controls.)
Note: When you use the mental ray renderer,
reflected or refrac ted light rays do not always
respect a camera’s clipping planes (set in the
Clipping Planes group of the Parameters rollout).
Also, large clipping-plane va lues can cause poor
quality in the rendering of shadow maps. To
fix this, narrow the clipping range or switch to
ray-traced shadows.
Material Editor Enhancements
The Mater ial Editor works as it does w ith the
default scanline renderer. Certain materials and
maps,orsomeoftheircontrols,arentsupported
by the mental ray renderer; see
3ds Max Materials
in mental ray Renderings (page 3–82)
.
Bydefault,theMaterialEditorsampleslotsusethe
currently ac tive renderer: typically this is either
the default sca nline renderer or the mental ray
renderer. As of 3ds Max you assign the renderer
for sample slots by using the Render Scene dialog
>Commonpanel>
Assign Renderer rollout (page
3–34)
.
When mental ray extensions are enabled (using
mental ray Preferences (page 3–867)
)andthe
mental ray renderer is active, the Material Editor
displays these additional mental ray features:
•A
mental ray Connection rollout (page 2–1305)
lets you add mental ray shaders to 3ds Max
materials.
When you click a material’s Type button, the
Material/Map Br owser displays additional
mental ray materials (page 2–1384)
.
When you click a map or shader button, the
Material/Map Br owser displays additional
mental r ay shaders (p age 2–1520)
.
Shaders are provided in
shader library
(MI) files (page 3–1066)
.Someshadersare
customized for 3ds Max, some are provided
bythelumelibrary,andmostareprovidedby
mental images libraries. Settings for the custom
3ds Max shaders are provided in this reference.
Settings for t he third-party lume and mental
images shaders a re provided in their own help
files. This reference links to those descriptions;
see
ShadersintheLumeToolsCollection(page
2–1523)
and
mental images Shader Libraries
(page 2–1522)
.
Pr ocess ing Pa nel (menta l r ay
R enderer )
Rendering menu > Render > Render Scene dialog >
Processing panel
Main toolbar > Render Scene button > Render Scene
dialog > Processing panel
Note: The Processing panel appears only when the
mental ray renderer is the currently active renderer.
The Processing panel is an additional
Render
Scene dialog (page 3–2)
panel. It appears only
when the
mental ray renderer (page 3–77)
is
active, and its controls relate to managing how
the renderer operates. It also lets you gener ate
diagnostic renderings in pseudo color.