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Chapter 30: Using Specialized Material Types
                                       FIGURE 30.6
                                     The Direct X Shader material lets you view game assets in the viewport.






















                                             If the Quicksilver Hardware or mental ray renderers are enabled, you can also make MetaSL shader tree
                                             materials visible in the viewports. The Material/Map Browser includes several MetaSL shaders in the Maps/
                                             MetaSL rollout. Because these shaders are represented as maps in the Material Editor, you need to use the
                                             Map to Material Conversion material node to make the shaders visible in the viewports. You also need to
                                             enable hardware shading to view these shaders in the viewport. MetaSL materials also can be exported
                                             using the Material ➪ Export As XMSL File menu command in the Slate Material Editor.
                                     New Feature
                                     The ability to view MetaSL shaders in the viewports and to export XMSL files is new to 3ds Max 2011. n

                                     Note
                                     MetaSL shaders can be created using mental mill, Artist Edition, which is available for download on the Autodesk
                                     site. n
                                             Using mental ray Materials and Shaders

                                             If the mental ray or the Quicksilver Hardware renderer is enabled, you can open the Material/Map Browser
                                             in the Material Editor and be greeted with many additional material and map types and also the Autodesk
                                             Material Library, which includes hundreds of preset materials organized by category, as shown in Figure
                                             30.7. The mental ray rendered can be enabled in the Assign Renderer rollout located at the bottom of the
                                             Common panel of the Render Scene dialog box.
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