Download starter
3ds Max 8 file
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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Download final 3ds Max scene
here. |
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Are you lost when it comes to figuring out
how to use mental rayョ materials?
Here are a few tips to help get you started.
Download this Autodeskョ 3ds Maxョ 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).
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,
we値l 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.
You値l notice the material now has a glossy specularity. Apply this
material to the cylinder. You値l 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, you値l 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.
We値l 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.
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