Supported Maps and Shaders (Quicksilver Renderer)

These are the maps and shaders that Quicksilver can render.

Map or Shader Type Restrictions
DirectX shaders See DirectX Shader Material.
mr Physical Sky
Note: If you turn on Use Custom Background Map, the background is visible in reflections and refractions, but does not otherwise contribute to the lighting of the scene.
Gamma & Gain shader (mental ray)  
Standard maps When you use a Bitmap, make sure that Tiling is on (it is on by default).

For the Falloff map, the main settings are supported but not Mix Curve or Output settings.

The following Standard maps are not supported:
  • Cellular map
  • Gradient Ramp map
  • Output map

    The effect of a Cellular, Gradient Ramp, or Output map is "baked" by converting to a bitmap before rendering. The map parameters are not animated. The effect is similar to the way these maps are displayed in viewports.

  • Composite map
  • Vertex Color map

Reflections are always box projections: Planar projections are not supported.