
Making
Sense of mental ray
Materials
Are you lost when it comes to figuring out how to use mental ray
materials? Here are a few tips to help get you started.
Download this Autodesk 3ds Max
8 starter file
here.
In order to use mental ray materials you must have changed your render
engine to mental ray in the render pulldown. Otherwise the
necessary shaders will not appear in your material editor. I've
also included some extra mental ray shaders. Download them
here.
Place the .mi files in the mental ray autoload include folder
(C:\Program Files\Autodesk\3dsMax8\mentalray\shaders_autoload\include)
and the .dll file in the shaders folder (C:\Program
Files\Autodesk\3dsMax8\mentalray\shaders_autoload).
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Download Max scenes
here
Download extra mental ray shaders
here. |
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ward shader |
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depth_fade_tint shader |
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summed_noise_color shader |
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glass (lume) shader |
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object properties |
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submerge |
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final rendering
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In an empty slot in the material editor, click on the standard button
and select mental ray as the type of material. Select the empty slot
next to surface in the material shaders roll-down. For this
example, well select ward shader. In the parameters for this shader,
select the diffuse slot and in the color selector give it a blue color.
In the glossy slot, select the color selector and drop down the value to
.2. Youll notice the material now has a glossy specularity. Apply
this material to the cylinder. Youll notice the object color
turns to gray in the viewport. This is normal behavior when using mental
ray materials.
In an empty sample material slot in the material editor, create a new
mental ray material. In the material shader slot, select lambert. Select
the diffuse slot and assign a color in the color selector. Assign this
material to the walls.
Create another new mental ray material in an empty slot. This time
assign a glossy_reflection shader to the material slot. Keep the default
parameters and assign this material to the floor.
Create a new mental ray material in an empty slot and assign the
texture_uv shader to the material shader slot. In the parameters for the
shader, click on the texture slot and browse for a texture in your map
library. I applied a brick texture. Apply this to the box. Make sure you
place a uvw modifier on your box to map the texture correctly. In the
bump shader slot, select a bump_basis_texture shader and apply the same
brick map. Apply this material to the box.
Create a new mental ray material in an empty slot and assign the
depth_fade_tint shader. This shader applies color based on parameters of
distance along the z-axis. In the near slot apply the summed_noise_color
shader. Use the following parameters to get the results shown: -.04,
.41, .46, 3, .5, 1.6, 2. You should experiment with the settings on
this. You can achieve some pretty cool results. Assign this
material to the sphere.
Create a new mental ray material in an empty slot and assign the glass (lume)
shader to the material shader. Keep the default parameters and assign
this material to the glass cylinder. Right-click on the cylinder object
and select properties. In the mental ray tab, select generate caustics.
Then back in the material editor, select the photon slot and apply the
photon basic (base) shader. If you leave this step out, youll receive
an error when rendering regarding photons.
Create a new mental ray material in an empty slot and assign the glass (lume)
shader to the material shader. In the volume slot, apply a submerge
(lume) shader. Select the photon slot and apply the photon basic
(base) shader. Well apply this to the cylinder object inside the glass
to represent water. Right-click on the water object and click on
properties. In the mental ray tab, select generate caustics.
You can play with the different parameters in each of the materials to
see the different results each will create. As in using regular 3dsmax
materials, this is just the tip of the iceberg in creating mental ray
materials. See if you can find all of the other places besides the
material editor in 3ds Max where
you can apply mental ray shaders.