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Phong, Metal, Blinn, ONB, Anisotropic, Translucent Shader Properties
Oren-Nayer-Blinn Shader Properties
Map Channels for Standard Material Shaders
The properties of a standard material vary based on the shader type. The following properties are applicable to all shader types:
Sets the type of shader with a string, rather than a number. Enter " anisotropic "," blinn "," metal "," multi-layer "," oren-nayar-blinn "," phong "," strauss "or" Translucent Shader "
When on, the material will be rendered in wireframe mode.
When on, the material will be applied to both sides of the selected faces.
Applies the material to the faces of the geometry. If the material is a mapped material, it requires no mapping coordinates. The map is automatically applied to each facet of the object.
Renders each face of a surface as if it were flat.
When on, ambient and diffuse texture maps will be locked.
When on, ambient and diffuse colors will be locked.
Sets the opacity/transparency of the material as a percentage.
The color transmitted through transparent or semi-transparent materials such as glass.
0- In (Increases transparency towards the inside of the object, as in a glass bottle.)
1- Out (Increases transparency towards the outside of the object, as in a cloud of smoke.)
Specifies the amount of transparency at the outside or inside extreme.
Sets the index of refraction (IOR) used by refraction maps and raytracing. The IOR controls how severely the material refracts transmitted light. Left 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 size of the wire inwireframe mode.
Sets the units to use with the .wiresize value:
Turn on to use reflection dimming. When off, the reflection-mapped material is not affected by the presence or absence of direct light.
The amount of dimming that takes place in shadow. At 0.0, the reflection map is completely dark in shadow. At 0.5, the reflection map is half dimmed. At 1.0, the reflection map is not dimmed and the material appears as if Apply were turned off.
Affects the intensity of the reflection that isnotin shadow. The Reflection Level value multiplies the illumination level of the lit area of the reflection, to compensate for dimming.
0-Adaptive Halton (Spaces samples along both X and Y axes according to a scattered, "quasi random" pattern. Depending on Quality, the number of samples can range from 4 to 40. )
1-Adaptive Uniform (Spaces samples regularly, from a minimum quality of 4 samples to a maximum of 36. The pattern is not square, but skewed slightly to improve accuracy in the vertical and horizontal axes. )
2-Hammersley (Spaces samples regularly along the X axis, but along the Y axis it spaces them according to a scattered, "quasi random" pattern. Depending on Quality, the number of samples can range from 4 to 40.)
3-Max 2.5 Star (The sample at the center of the pixel is averaged with 4 samples surrounding it. The pattern is like the fives on dice.)
Sets the sampler type by name. Enter "Adaptive Halton","Adaptive Uniform", "Hammersley", or "Max 2.5 Star".
When on, applies supersampling to the material.
When on, the maps applied to the material are supersampled as well. When off, the supersampler uses pixel averages for maps.
Adjusts the quality of supersampling by controlling the number of samples used for each pixel.
When on, these methods take fewer samples than the Quality specifies unless samples show a change in color greater than the Threshold value. In that case, they take all the samples specified by the Quality. Turning on Adaptive On can reduce the amount of time required to supersample.
Controls the Adaptive methods. A change in color greater than the Threshold value causes the adaptive methods to take the full number of samples specified by the Quality. If the color does not change as much, the adaptive method takes fewer samples and does not require as much processing time.
The samplerAdvancedOptions property is defined as a property, but is not used by the Standard material.
<standard>.UserParam0 Float default: 0.0 -- alias: Optional_Param0 <standard>.UserParam1 Float default: 0.0 -- alias: Optional_Param1
The UserParam0 and UserParam1 properties are defined as properties, but are not used by the Standard material.
<Standard>.maps ArrayParameter default: #(undefined, undefined, ... , undefined, undefined) <Standard>.mapEnables ArrayParameter default: #(false, false, ... , false, false) -- alias: Map_Enables <Standard>.mapAmounts ArrayParameter default: #(100.0, 100.0, ... , 100.0, 100.0) -- animatable, alias: Map_Amounts
The three map arrays each have 24 elements and store data related to the material’s maps. The maps array stores the textureMap for each channel, the mapEnables array stores whether the that map channel is enabled, and the mapAmounts array stores the amount value for each channel. The meaning of each map channel depends on the shaderType value. Table Map Channels for Standard Material Shaders shows the meaning of each map channel for each shader. For example, for the Blinn shader type element 5 of the map arrays correspond to the Glossiness map channel. The names in this table also reflect property aliases that have been defined for easier access to the map channels. Again for the Blinn shader type, array element 4, the property aliases for the 3 map arrays are: GlossinessMap (maps[5]), GlossinessMapEnable (mapEnables[5]), and GlossinessMapAmount (mapAmounts[5]). A textureMap needs to be assigned to a maps array element (or alias) before the corresponding mapAmounts property (or alias) can be animated.
These properties have been removed together with the old Dynamics system introduced in 3ds Max 2.
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.
Unless otherwise noted, the following additional properties are applicable to the above shader types:
Controls the ambient color. The ambient color is the color in direct light.
Get/Set the ambient map amount.
Enable/Disable the ambient map.
Controls the diffuse color. The diffuse color is the color in direct light.
Controls the brightness of the material’s diffuse component. Increasing this value increases diffuse brightness, and decreasing it reduces diffuse brightness without affecting the specular highlight.
Get/Set the diffuse level map.
Get/Set the diffuse level map amount.
Enable/Disable the diffuse level map.
Get/Set the diffuse map value.
Enable/Disable the diffuse map.
Get/Set the specular map amount.
Enable/Disable the specular map.
Get/Set the glossiness map amount.
Enable/Disable the glossiness map.
Get/Set the specular level value.
Get/Set the specular level map.
Get/Set the specular level map amount.
Enable/Disable the specular level map.
Get/Set the self illumination amount.
Get/Set the self illumination color.
Get/Set the self illumination map.
Get/Set the self illumination map amount.
Enable/Disable the self illumination map.
Get/Set the opacity falloff value.
Get/Set the opacity falloff type.
Get/Set the opacity map amount value.
Enable/Disable the opacity map.
<Standard>.filterColor default: (color 127.5 127.5 127.5) -- animatable; Filter_Color <standard>.filterColor Color default: (color 127.5 127.5 127.5) -- animatable; Filter_Color
Specifies a filer color that is multiplied by the translucent color. The filter, or transmissive color, is the color transmitted through transparent or semi-transparent materials such as glass. Raytraced shadows cast by transparent objects are tinted with the filter color.
Specifies a filter color map to control the trasmissive color.
Get/Set the filter map amount.
Enable/Disable the filter map.
Get/Set the reflection map amount.
Enable/Disable the reflection map.
Get/Set the refraction map amount.
Enable/Disable the refraction map.
Get/Set the displacement map amount.
Enable/Disable the displacement map.
Controls the specular color. The specular color is the color of the highlight on a shiny object.
When on, the diffuse and specular colors are linked together.
When on, the material uses a special self-illumination color ( .selfIllumColor ). When off, the material uses the diffuse color for self-illumination.
Sets the amount of self-illumination.
Sets a separate color to use for self-illumination.
Affects the intensity of the specular highlight. As you increase the value, the highlight grows brighter.
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 specular highlights, especially those formed by glancing light. When Specular Level is high and Glossiness is low, you can get harsh backlights on surfaces. Increase the value of Soften to mitigate this effect. At 0 there is no softening. At 1.0, the maximum amount of softening is applied.
Controls how quickly the diffuse component blends into the ambient component. As you increase roughness, the matte appearance of the material increases. It also grows darker and appears more flat.
Controls the anisotropy, or shape, of the highlight. At 0, the highlight is round. At 100, the highlight is extremely narrow.
Specifies a translucency color. This is the color of light that is scattered within the material. It does not need to be the same as the filter color, which is light transmitted by the material. The two color values are multiplied.
Specifies a translucency color map.
Specifies a translucency color map amount.
Controls the usage of the translucency color map. Whentrue, the map will be used. When false , the translucency color will be used.
When true , both sides of the material receive a specular highlight. When false , only the front side of the material receives a highlight. Default=on.
Controls the ambient color. The ambient color is the color not in direct light.
Controls the diffuse color. The diffuse color is the color in direct light.
When on, the material uses a special self-illumination color ( .selfIllumColor ). When off, the material uses the diffuse color for self-illumination.
Sets the amount of self-illumination. As you increase self-illumination, the self-illumination color takes over from the ambient color. At a setting of 100, the material shows no shaded areas, although it can show specular highlights.
Sets an alternate color to use for self-illumination.
Controls the brightness of the material’s diffuse component. Increasing this value increases diffuse brightness, and decreasing it reduces diffuse brightness without affecting the specular highlight.
Controls how quickly the diffuse component blends into the ambient component. As you increase roughness, the matte appearance of the material increases. It also grows darker and appears more flat.
Controls the specular color of the first color’s highlight. The specular color is the color of the highlight on a shiny surface.
Affects the intensity of the first color’a s specular highlight. As you increase the value, the highlight grows brighter.
Affects the size of the first color’s specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier.
Controls the anisotropy, or shape, of the first color’s highlight. At 0, the highlight is round. At 100, the highlight is extremely narrow.
Changes the orientation of the first color’s highlight.
Affects the intensity of the second color’s specular highlight. As you increase the value, the highlight grows brighter.
Affects the intensity of the second color’s specular highlight. As you increase the value, the highlight grows brighter.
Affects the size of the second color’s specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier.
Controls the anisotropy, or shape, of the second color’s highlight. At 0, the highlight is round. At 100, the highlight is extremely narrow.
Controls the color of the material. This corresponds to the diffuse color you specify for other kinds of shaders. With the Strauss shader, you control only this color. The shader calculates the ambient and specular color components.
Affects the size and intensity of the specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier.
Changes the metallic appearance of a material. Increasing the Metalness value increases the metallic appearance, with glancing as well as primary highlights. Because a metallic appearance principally depends on highlights, the Metalness value has little effect unless you also increase the Glossiness value.
The following Interface is available in 3ds Max 6 and higher:
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.
Map Channels for Standard Material Shaders