Autodesk 12812-051462-9011 User Guide 3 - Page 745
Height Map Displacement Shader mental ray
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Replace Rendered Image with Glare Only Generates an overlay image of the glare effect only; the original underlying image is removed. This mode is useful when render speed is critical, so that Glare can be run on a lower-resolution image to produce an overlay, which you can then composite with a higher-resolution underlying image. Height Map Displacement Shader (mental ray) Material Editor > mental ray Connection rollout > For the Displacement component, turn off the lock button. > Click the button for the Displacement component. > Material/Map Browser > Height Map Displacement (3dsmax) Material Editor > mental ray material > Click the button for the Displacement component. > Material/Map Browser > Height Map Displacement (3dsmax) Note: Shaders don't appear unless the mental ray renderer is the currently active renderer. The Height Map Displacement shader displaces the geometry of surfaces, and is specifically intended for use with height maps generated by normal mapping; see Creating and Using Normal Bump Maps on page 6384. IMPORTANT When applying a material containing this map to an object, the mental ray Displacement > Smoothing option must be off. If such materials are applied to all objects in the scene, you can turn off Smoothing globally on page 6294. Otherwise, turn off smoothing for each object whose material uses a height map via the Object Properties > mental ray panel on page 322 (turn off Use Global Settings and then turn off Smoothing). TIP Avoid the temptation to apply MeshSmooth to a model when creating a height map for it. This changes the shape of the model so the height values will not be correct. The low-res model must have exactly the same shape when the map is created and when it is used for displacement. Also, MeshSmooth does not use the same algorithm as the mental ray displacement smoothing, so using both forms of smoothing won't work perfectly. The best results are obtained by not smoothing the low-res model when the map is created and also not using mental ray smoothing. Also, avoid using a paint program to modify the height map. The values in the height map depend on the shape of both the low-res and high-res models, and it's easy to damage the mathematical accuracy. If you paint any changes onto the map, you must be careful to preserve the faceted look, and avoid the temptation to blur away the facets. 6000 | Chapter 19 Material Editor, Materials, and Maps