Some options are available only in Advanced mode.Base Material – Specifies the material on top of which the toon effect is applied.Line Color – Specifies the color of the outlines. If a texture is selected, it overrides the color as long as the texture checkbox is enabled.Opacity – Specifies how transparent or opaque the outlines are. A texture map can be used for this channel.Line Width – Specifies the thickness of the outlines in pixels.Divide By Distance – When enabled, objects closer to the camera have thicker outlines. Objects farther away from the camera have thinner outlines.Normal Threshold – Determines when lines will be created for parts of the same object with varying surface normals (for example, at the inside edges of a box). A value of 0.0 means that only angles 90 degrees or larger generates internal lines. Higher values allow smoother normals to generate an edge as well. Keeping the value less than 1.0 prevents curved objects from filling in completely.Overlap Threshold – Determines when outlines will be created for overlapping parts of the same object. Lower values reduce the internal overlapping lines, while higher values produce more overlapping lines.
Keeping the value less than 1.0 prevents curved objects from filling in completely.Compensate EV – When enabled, Toon compensates the Line Color brightness to adjust for any exposure correction.Visible in Secondary – Causes outlines to appear in reflections and refractions, but may increase render time. Copyright © 2020 Chaos Software Ltd. All Rights Reserved. V-Ray and the V-Ray logo, Phoenix FD and the Phoenix FD logo are registered trademarks of Chaos Software Ltd. In Bulgaria and/or other countries. Autodesk and Maya are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. Microsoft, Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
Rendering via Mereces Arch-Viz. If you thought the number of textures for a homogenous material like concrete might be limited, then think again. The library includes more than 2,000 different textures for concrete and cement, each with their own unique color and surface finish.
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Cb550 wiring diagram. There are a variety of different material types that can be used in 3ds Max. Some of the material types are specific to particular renderers, with the materials taking advantage of the features of the renderer. If the currently assigned renderer for the scene is incompatible with the materials being used you may experience errors.Examples of where this could be an issue are as follows:mental ray materials –with- Scanline renderer or Vray Renderer.There are several material types in 3ds Max that are designed to take advantage of the features of the mental ray renderer. The most common types are:-. Autodesk Material Library materials (3ds Max Design 2011 / 3ds Max 2011).
Arch & Design mental ray materials (3ds Max / 3ds Max Design). ProMaterials (3ds Max Design 2010 / 3ds Max 2010 and older)If the currently assigned renderer (Render Setup F10) is not set to mental ray (ProMaterials/Autodesk Material Library) or Quicksilver renderer (Autodesk Material Library), the materials will not render correctly in scene.
Setting the assigned renderer to default Scanline renderer will render the materials incorrectly in the scene. This can be seen in the screenshot below that is using the Autodesk Metallic paint material (3ds Max 2011) which is a mental ray material that is not compatible with the default Scanline renderer. The standard material types in 3ds Max provide the broadest compatibility for render. When using advanced materials such as those included with the Autodesk Materials Library or the Vray materials, please be aware that the materials may only be compatible with a particular renderer (mental ray, Quicksilver, Vray)It is possible to troubleshoot issues in compatibility through either the Vray or mental ray console windows. Both will display information on materials that are incompatible during render.The rendered image can also be a useful reference when troubleshooting issues with material incompatibility. Scene Elements with incompatible materials assigned may appear either black or without additional surface effects that are included as shaders with the material. The ‘Pick Material from Object’ feature in the Material Editor(M) will allow you to select incompatible materials from the scene.The Material Editor can also be a useful guide when troubleshooting issues with incompatible materials in scene.
If the materials are not compatible with the currently assigned renderer, they will display as either black or incorrectly shaded in the sample slots in the Slate Material Editor(M) or compact Material Editor(M) When selecting new Materials/Maps for scene, there is also an option to toggle display of incompatible Materials types in Material/Map Browser as shown below.