The mr Shader element outputs the raw contribution of any mental ray shader in the scene. This includes standard 3ds Max materials and maps that are converted to mental ray shaders in the translation process. The output of this element does not figure into the final rendered output.
For example, you could use the mr Shader element to render a few different ambient occlusion passes (see NVIDIA Shader Libraries).
To use the mr Shader element:
Color shader, and one of the Gradient maps could be assigned a Checker map, and one of the Checker maps could be assigned a Noise map. This procedure will assume you want to render the Checker map and its constituent Noise map to an element. So the material structure would be like this:
A&D material
Gradient (Diffuse Color)
Checker (Gradient Color #1)
Noise (Checker Color #1)
Render Elements panel
Render Elements rollout, click Add. Choose the mr Shader Element item from the list. Your Shader element is rendered to an image file.
The following illustration shows the example described in the preceding procedure. The left-hand image shows the full material, with the Noise inside the Checker inside the Gradient, and the right-hand image shows a Shader element containing only the Noise inside the Checker. The element renders the entire Checker map even though only part of it is used by the Gradient map.

Left: Full rendering
Right: Shader element

The shader to render as an element. Click the button and then choose a shader or material from the list in the Material/Map Browser. Typically you’d want the element to output a shader in the scene, so you’d make sure Browse From is set to Selected or Scene.
Scales the brightness of the rendered output.
When on, the output includes shadows cast on the surface.