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XRay shader tutorial for 3dsmax
XRay texture shader for mental ray® for 3ds max®
David Lanier 3D hereby grants to you a royalty-free, non-exclusive license to possess and to use the following shaders for both commercial and non-commercial purposes.
NO WARRANTY: THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY DAVID LANIER 3D TO YOU HEREUNDER ARE PROVIDED "AS IS." DAVID LANIER 3D DISCLAIMS ALL WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** Use them at your own risks **

Download : 3DSMax shader
Tutorial :
Set the .mi file in the directory 3dsmax7or8 \ mentalray \ shaders_autoload \ include And the .dll in : 3dsmax7or8 \ mentalray \ shaders_autoload \ shaders
The directories are indentical for Max 7 and 8.
Set mental ray® as the default render engine.
Now open the material editor and click on Standard (left arrow) and choose a mental ray® material (right arrow).

Your material editor becomes now :

Click on the button on the right of Surface and choose dl3d_xraytexture (DL3D) like this :

The parameters are :

- XRay color : diffuse color of the transparent object - Power : The higher is the power, the less transprent is the object (except with invers falloff parameters checked) - Inverse_falloff : inverse the fall off parameter, the transparency starts from the center instead of the edges (and the contrary) - Ks : coefficient for specular color - roughness : coefficient to set the roughness of the surface for specular reflexions (the highest is the roughness the more centered is the specular reflexion) - specularcol : specular color - mode : integer that can be 0, 1 or 2, it is used to filter the lights used for rendering. (0 = use all ights, 1 = use only lights specified in the following array, 2 = use all lights but those mentionned in the following array) - array : array of lights if mode is set to 1 or 2.
Images :

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