mentol ray
08-17-2007, 10:29 PM
Hello.
I would be very thankful if you could answer my questions about "Mental ray" shader tree.
Sufrace slot.
I understand this is where you put your color/reflection information. Though I don't understand the use of these:
Dielectric(3ds max) ? Why it says it's 3ds max? What idifferentiates it from dielectric base?
material to shader ? I understand that here you can put a base material instead of maps, so you can connect arch&design shader tree to "mental ray" tree? Generally I don't understand the use of it, what I can benefit from it.
Mr physical sky ? Why it is avalilable from here, whereas it's lighting shder, am I right?
Opacity ?Is it for overriding transparency? Am I right that the same funtion can be achieved through object parameters - visibility?The same with transparency, because it seems that it's the same function, but from different sides, because it controls transparency anyway.
Reflect(base)?
Refract(base)?
Shader list(texture)?
These I don't understand how to use. I know what reflection and refraction mean, but still, what additional functionality it adds?
UV generator and xyz generator seem pointless in max because it has its own same functions.
The next slots:
Shadow.
Simplified representation of shadow if checked and used, if not - MR sees object as not transparent. Also, if GI is used, you don't need to use this slot because MR will do it with GI.
So, what's the use for it? Fake shadows with fake transparensy and that's it?
Photon shader and photon volume:
this is how photons will react at this material. What is practical use for it? Do you use it at all? I thought it could be like material override to control color bleeding? I can't see any effect! Photon volume maybe responds for caustics.
Thank you in advance.
I would be very thankful if you could answer my questions about "Mental ray" shader tree.
Sufrace slot.
I understand this is where you put your color/reflection information. Though I don't understand the use of these:
Dielectric(3ds max) ? Why it says it's 3ds max? What idifferentiates it from dielectric base?
material to shader ? I understand that here you can put a base material instead of maps, so you can connect arch&design shader tree to "mental ray" tree? Generally I don't understand the use of it, what I can benefit from it.
Mr physical sky ? Why it is avalilable from here, whereas it's lighting shder, am I right?
Opacity ?Is it for overriding transparency? Am I right that the same funtion can be achieved through object parameters - visibility?The same with transparency, because it seems that it's the same function, but from different sides, because it controls transparency anyway.
Reflect(base)?
Refract(base)?
Shader list(texture)?
These I don't understand how to use. I know what reflection and refraction mean, but still, what additional functionality it adds?
UV generator and xyz generator seem pointless in max because it has its own same functions.
The next slots:
Shadow.
Simplified representation of shadow if checked and used, if not - MR sees object as not transparent. Also, if GI is used, you don't need to use this slot because MR will do it with GI.
So, what's the use for it? Fake shadows with fake transparensy and that's it?
Photon shader and photon volume:
this is how photons will react at this material. What is practical use for it? Do you use it at all? I thought it could be like material override to control color bleeding? I can't see any effect! Photon volume maybe responds for caustics.
Thank you in advance.