RaytraceMaterial - superclass: material; super-superclass:MAXWrapper - classID: #(655953908, 849023086)
Value > MAXWrapper > Material > RayTraceMaterial |
If Ambient_Color_On is false, Ambient_Amount is used, otherwise Ambient is used
Sets the degree to which the material absorbs ambient light.
The amount that the ambient map affects the material expressed as a percentage of full intensity.
If Luminosity_Color_On is false, Self_Illum__AmountA is used, otherwise Luminosity is used
The self-illumination color of the material.
The amount that the self-illumination map affects the material expressed as a percentage of full intensity.
If Transparency_Color_On is false, Transparency_Amount is used, otherwise Transparecy is used
The filter color of the material.
The amount that the transparency map affects the material expressed as a percentage of full intensity.
If Reflect_Color_On is false, Reflect_Amount is used, otherwise Reflect is used
The specular reflection color.
The amount that the reflection map affects the material expressed as a percentage of full intensity.
The index of refraction (IOR) controls how severely the material refracts transmitted light. At 1.0, the IOR of air, the object behind the transparent object does not distort. At 1.5, the object behind distorts greatly, like a glass marble. At an IOR slightly less than 1.0, the object reflects along its edges, like a bubble seen from under water.
Sets the color of specular highlights.
Sets the intensity of specular highlights. Set the Specular Level to a very high value for very strong, tight highlights.
Affects the size of the specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier.
Softens the effect of highlights formed by glancing light.
Adds light to the surface of objects with the Raytrace material.
Creates a translucent effect. The Translucency color is a non-directional diffuse reflection.
Creates an effect similar to black light on a black light poster. The light from a black light is largely ultraviolet, outside the visible spectrum. Under black light, fluorescent paints flare or glow. The fluorescence in Raytrace material takes whatever light it sees in the scene, applies the Bias to it, and then, regardless of the color of the lights in the scene, illuminates the fluorescent material as if it were lit by white light.
At 0.5, The Bias makes Fluorescence behave just like diffuse coloring. Bias values higher than 0.5 increase the fluorescent effect, making the object brighter than other objects in the scene. Bias values lower than 0.5 make the object dimmer than other objects in the scene.
Sets the size of the wire in wireframe mode.
Sets the units to use with the .wiresize value:
Turns on/off the color density controls.
The position in the object where the density color begins to appear.
The position in the object where the density color reaches its full Amount value.
The amount of density color. It can range from 0 to 1.0. Reducing this value reduces the density color effect.
Sets a transmission color based on thickness. While filter (Transparency) color tints objects behind the transparent object, the density color gives the appearance of colorwithinthe object itself, like tinted glass.
Turn on/off the use of density fog in the raytrace material.
The position in the object where the density fog begins to appear.
The position in the object where the density fog reaches its full Amount value.
Controls the amount of density fog. It can range from 0 to 1.0. Reducing this value reduces the density fog effect and makes the fog translucent.
1 - Default (Reflections are layered with the diffuse color)
2 - Additive (Refelections are added to the diffuse color)
Controls reflection brightness. The lower the gain value, the brighter the reflection. At a gain of 1.0, no reflection is visible.
Turns raytracing of reflective objects on or off.
Turns raytracing of transparent objects on or off.
When on, dims reflections to black at distance specified by Reflection_Falloff_End_Distance:
0- Off (Turns off attenuation)
2- Inverse Square (Inverse square is the actual attenuation rate for light in the real world.)
The distance in world units where the reflected ray is fully attenuated.
Sets the falloff mode for refraction in the raytrace material:
0- Off (Turns off attenuation)
2- Inverse Square (Inverse square is the actual attenuation rate for light in the real world.)
The distance in world units where the refracted ray is fully attenuated.
Adjusts the effect of bump maps on raytraced reflections and refractions.
If Override_Global_Antialiasing_Settings = false , Global Antialiasing Settings are used. If true , the antialiaser is determined by Adaptive_Antialiasing_On .
If Adaptive_Antialiasing_On = true , the Multiresolution Adaptive Antialiaser is used; otherwise the Fast Adaptive Antialiaser is used. This property only has an effect if Override_Global_Antialiasing_Settings = true .
Turns the raytracer on or off.
Turns self reflection/refraction on or off.
Turns the raytracing of atmospheric effects on or off. Atmospheric effects include fire, fog, volume light, and so on.
When on, the material reflects effects assigned to material IDs in the renderer’s G-Buffer.
Turns the raytracing of objects inside raytraced objects on or off.
Turns the raytracing of atmospherics inside raytraced objects on or off.
The sensitivity of the adaption algorithm. This value can range from 0 to 1, where 0 always casts the maximum number of rays and 1 always casts only the minimum number of rays.
The minimum number of rays that the algorithm casts.
The maximum number of rays the algorithm casts.
The sharpness or blurriness of reflections or refractions without regard to distance. This value is specified in pixels.
Changes the shape of the blur by changing the aspect ratio.
Blurs based on distance. Objects near the surface are not blurred, but objects farther away are blurred. The rays cast are spread as they leave the surface of the raytrace map object.
Changes the shape of the defocusing by changing the aspect ratio.
The map assigned to the ambient map channel.
The relative strength of the ambient map channel.
Turn on/off use of the ambient map channel.
The map assigned to the bump map channel.
The relative strength of the bump map channel.
Turn on/off use of the bump map channel.
The map assigned to the diffuse map channel.
The relative strength of the diffuse map channel.
Turn on/off use of the diffuse map channel.
The map assigned to the displacement map channel.
The relative strength of the displacement map channel.
Turn on/off use of the displacement map channel.
The map assigned to the reflection map channel.
The relative strength of the reflection map channel.
Turn on/off use of the reflection map channel.
The map assigned to the refraction map channel.
The relative strength of the refraction map channel.
Turn on/off use of the refraction map channel.
The map assigned to the glossiness map channel.
The relative strength of the glossiness map channel.
Turn on/off use of the glossiness map channel.
The map assigned to the specularLevel map channel.
The relative strength of the specularLevel map channel.
Turn on/off use of the specularLevel map channel.
The map assigned to the luminosity map channel.
The relative strength of the luminosity map channel.
Turn on/off use of the luminosity map channel.
The map assigned to the transparency map channel.
The relative strength of the transparency map channel.
Turn on/off use of the transparency map channel.
The map assigned to the environment map channel.
The relative strength of the environment map channel.
Turn on/off use of the environment map channel.
The map assigned to the transEnv map channel.
The relative strength of the transEnv map channel.
Turn on/off use of the transEnv map channel.
The map assigned to the ior map channel.
The relative strength of the ior map channel.
Turn on/off use of the ior map channel.
The map assigned to the translucency map channel.
The relative strength of the translucency map channel.
Turn on/off use of the translucency map channel.
The map assigned to the extraLighting map channel.
The relative strength of the extraLighting map channel.
Turn on/off use of the extraLighting map channel.
The map assigned to the fluorescence map channel.
The relative strength of the fluorescence map channel.
Turn on/off use of the fluorescence map channel.
The map assigned to the colorDensity map channel.
The relative strength of the colorDensity map channel.
Turn on/off use of the colorDensity map channel.
The map assigned to the fogColor map channel.
The relative strength of the fogColor map channel.
Turn on/off use of the fogColor map channel.
The map assigned to the diffusion map channel.
The relative strength of the diffusion map channel.
Turn on/off use of the diffusion map channel.
The map assigned to the specular color map channel.
Sets how far an object bounces after hitting a surface. The higher the value, the greater the bounce. A value of 1 represents a "perfectly elastic collision" or a bounce in which no kinetic energy is lost.
Sets how difficult it is for the object to start moving along a surface. The higher this value, the more difficult.
Sets how difficult it is for the object to keep moving over a surface. The higher this value, the more difficult for the object to keep moving.
The following properties do not correspond to any user-interface items, but appear to be used by the raytracer. These properties appear to be similar to the corresponding properties for the Raytrace TextureMap.
The distance in world units where attenuation begins.
The distance in world units where the ray is fully attenuated.
This affects the behavior of light rays as they attenuate out:
0-Background (As the ray attenuates out, returns the background (either the scene’s background or the background specified locally in the Raytracer Parameters rollout) rather than the actual color of what the reflected/refracted ray sees.)
The color used for attenuation.
The strength of the reflected/refracted ray at the start range distance. This is a normalized percentage that can range from 0.0 to 1.0.
Controls the shape of the curve near the curve start.
Controls the shape of the curve near the curve end.
Sets the strength of the reflected/refracted ray at the end range distance. This is a normalized percentage that can range from 0.0 to 1.0.
When on, the software uses a map to apply the Blur Offset value. That is, where the map is white, blur offset is fully applied, and where it is black, it is ignored. For example, if the map is a Checker map, blur offset is applied only in every other square. Values between black and white cause less blur.
When on, uses a map to apply the Defocus value. That is, where the map is white, Defocus is fully applied, and where it is black, it is ignored. For example, if the map is a Checker map, Defocus is applied only in every other square. Values between black and white cause less defocusing.
Turns on/off falloff of reflection.
The distance until the reflections are fully attenuated.
Turns on/off falloff of refraction.
The distance until the refractions are fully attenuated.
Toggle Supersampling on and off.
Sets the type of shader with a string, rather than a number. Enter "phong" , "metal" , "blinn" , " ONB" or" Anisotropic"
Turns on/off the 2-Sided property
The following additional properties have been exposed since 3ds Max 5:
Get/Set the Anisotropy percentage.
Get/Set the Anisotropy Orientation percentage.
Read-only access to the Sampler Parameters.
When set to true , Exposure Controls will ignore the material.
When set to true , Self-Illumination values from this material will be inverted.
When set to true , Reflection values from this material will be inverted.
When set to true , Refraction values from this material will be inverted.