2008

LibraryShader
lumeSubmerge
NOTE You can also assign Volume shaders to the Volume component of the
mental ray Connection rollout on page 5289 and the mental ray material (see
Material Shaders Rollout (mental ray Material) on page 5449 ).
Depth of Field (Perspective Views Only) group
These controls are comparable to the depth-of-field controls for cameras. They
apply only to Perspective viewports. You can render depth-of-field effects for
either Camera or Perspective views. Depth-of-field effects dont appear when
you render orthographic viewports.
For a Perspective view, use the controls in this group. For a Camera view,
choose Depth Of Field (mental ray) as the multi-pass rendering effect, then
adjust the f-Stop setting. See
Depth of Field Parameter (mental ray Renderer)
on page 5142 .
Enable When on, the mental ray renderer calculates
depth-of-field on page
6061 effects when rendering a Perspective view. Default=off.
[method drop-down list] Lets you choose the method for controlling
depth-of-field. Default=f-Stop.
f-Stop Controls depth-of-field with the f-Stop setting.
In Focus Limits Controls depth-of-field with the Near and Far values.
In most cases, the f-Stop method is easier to use. The In Focus Limits method
can help when the scale of objects in the scene makes it difficult to control
depth of field using the f-Stop value alone.
Focus Plane For Perspective viewports, sets the distance from the camera, in
3ds Max units, at which the scene is completely in focus. Default=100.0.
For Camera viewports, the focus plane is set by the camera's target distance.
f-Stop When f-Stop is the active method, sets the f-stop for use when you
render Perspective views. Increasing the f-stop value broadens the depth of
field, and decreasing the f-stop value narrows the depth of field. Default=1.0.
The f-Stop can have a value less than 1.0. This is not realistic in terms of an
actual camera, but it can help you adjust the depth of field for scenes whose
scale does not use realistic units.
mental ray Renderer | 6095