This drop-down list provides many useful presets for materials commonly used in architectural and product design renderings. This list of presets include: Ceramic, Floor, Frosted Glass, Glass Pane, Glazed Cermaic, Stone, Thick Glass, and Wood.
You can select an item from this list to load the preset values for the material that you choose. You can use these settings as-is, or as a starting points for tweaking.
See mental ray for Maya nodes for more information regarding the mia_material/mia_material_x shader attributes. For a list of mia_material attributes and their corresponding parameter in mental ray, refer to the following table.
Section in mia_material Attribute Editor | Option in mia_material Attribute Editor | Corresponding mental ray parameter |
---|---|---|
Multiple Outputs(only for mia_material_x) | multiple_outputs | |
Diffuse | Color | diffuse |
Weight | diffuse_weight | |
Roughness | diffuse_roughness | |
Reflection | Color | refl_color |
Reflectivity | reflectivity | |
Glossiness | refl_gloss | |
Glossy Samples | refl_gloss_samples | |
Highlights only | refl_hl_only | |
Metal Material | refl_is_metal | |
Advanced Reflection | Use Max Distance | refl_falloff_on |
Max Distance | refl_falloff_dist | |
Fade to End Color | refl_falloff_color_on | |
End Color | refl_falloff_color | |
Max Trace Depth | refl_depth | |
Cutoff Threshold | refl_cutoff | |
No Highlights For Visible Area Lights | no_visible_area_hl | |
Skip Reflection On Inside | skip_inside_refl | |
Refraction | Index of Refraction | refr_ior |
Color | refr_color | |
Transparency | transparency | |
Glossiness | refr_gloss | |
Glossy Samples | refr_gloss_samples | |
Advanced Refraction | Use Max Distance | refr_falloff_on |
Max Distance | refr_falloff_dist | |
Use Color at Max Distance | refr_falloff_color_on | |
Color at Max Distance | refr_falloff_color | |
Max Trace Depth | refr_depth | |
Cutoff Threshold | refr_cutoff | |
Thin Walled | thin_walled (=1) | |
Solid | thin_walled (=0) | |
Refractive Caustic | do_refractive_caustics (=1) | |
Transparent Shadow | do_refractive_caustics (=0) | |
Backface Culling | backface_cull | |
Propagate Alpha | propagate_alpha | |
Anisotropy | Anisotropy | anisotropy |
Rotation | anisotropy_rotation | |
Channel | anisotropy_channel | |
BRDF | Use Fresnel Reflection | brdf_fresnel |
0 Degree Reflection | brdf_0_degree_refl | |
90 Degree Reflection | brdf_90_degree_refl | |
Brdf Curve | brdf_curve | |
Translucency | Use Translucency | refr_translucency |
Color | refr_trans_color | |
Weight | refr_trans_weight | |
Indirect Illumination Options | FG/GI Multiplier | indirect_multiplier |
Final Gather Quality | fg_quality | |
Final Gather Quality Weight | fg_quality_w | |
Ambient Occlusion | Use Ambient Occlusion | ao_on |
Samples | ao_samples | |
Distance | ao_distance | |
Ambient Shadow Color | ao_dark | |
Ambient Light Color | ao_ambient | |
Use Detail Distance | ao_do_details | |
Interpolation | Grid Density | intr_grid_density |
Interpolate Reflections | refl_interpolate | |
Reflection Samples | ntr_refl_samples | |
Use High Detail Distance | intr_refl_ddist_on | |
High Detail Distance | intr_refl_ddist | |
Single Sample from Environment | single_env_sample | |
Interpolate Refraction | refr_interpolate | |
Refraction Samples | refr_samples | |
Bump | Overall Bump(only for mia_material_x) | overall_bump |
Standard Bump(only for mia_material_x) | standard_bump | |
No Diffuse Bump | no_diffuse_bump | |
Advanced | Bump Mode(only for mia_material_x) | bump_mode |
mental ray Bump | bump | |
Specular Balance | hl_vs_refl_balance | |
Cutout Opacity | cutout_opacity | |
Additional Color | additional_color | |
Light Linking | Mode | mode |