NoteThe Arch & Design material works only with the mental ray renderer, so in order to see it represented accurately in the sample
slots, you must first set mental ray to render in the Material Editor. For details, see
Assign Renderer Rollout.
Provides access to Arch & Design material presets for quickly creating different types of materials such as wood, glass, and
metal.
You can also use templates as starting points for generating customized materials. Choose a template from the drop-down list;
a description of the material then appears in the left-hand pane.
Interface
Appearance & Attributes
- Matte Finish
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Changes the material to an ideal Lambertian (diffuse) shading without affecting colors or maps.
- Pearl Finish
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Creates soft blurry reflections without affecting colors or maps.
- Glossy Finish
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Creates strong reflections without affecting colors or maps.
Finishes
- Satin Varnished Wood
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Satin-finish wood with light blurred reflections.
- Glossy Varnished Wood
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Gloss-finish wood with strong reflections slightly blurred.
- Rough Concrete
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Concrete finished with a brush or broom, giving a very rough appearance.
- Polished Concrete
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Polished concrete with slightly blurred glossy reflections.
- Glazed Ceramic
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Glazed ceramic with glossy reflections.
- Glazed Ceramic Tiles
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Glazed tiles and grout with glossy reflections.
- Glossy Plastic
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Plastic with glossy reflections.
- Matte Plastic
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Plastic with a matte, rough finish.
- Masonry
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Brick material with bumps and extremely soft reflectivity.
- Rubber
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Dark rubber with soft reflectivity.
- Leather
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Dark brown leather with soft reflectivity.
Transparent Materials
- Glass (Thin Geometry)
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Glass for window panes modeled as single faces. Does not do any refraction.
- Glass (Solid Geometry)
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Refracting glass for solid objects. Requires entry and exit surfaces with oriented normals.
- Glass (Physical)
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Refracting glass for solid objects with attenuation of light inside volumes. For best results, requires caustics or segmented ray-traced shadows.
- Frosted Glass (Physical)
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Frosted glass for solid objects with attenuation of light inside volumes. Interpolates blurred transparency for faster renderings.
- Translucent Plastic Film, Light Blur
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Translucent plastic modeled as single faces. Performs a light blur on transparency.
- Translucent Plastic Film, Opalescent
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Translucent plastic modeled as single faces. Performs a strong blur on transparency, wich opalescent effect.
- Water, Reflective surface
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Water surface for rivers, oceans, and so on. Captures reflections, but the water itself is not transparent.
Metals
- Chrome
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Highly reflective chrome surface.
- Brushed Metal
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Brushed metallic surface. The grain of the brushed finish is created by a noise map modulating the reflection.
- Satined Metal
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Satined metallic surface showing a uniform spread for the reflections.
- Copper
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- Patterned Copper
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Copper material with procedural brush patterns.
Advanced Tools
- Enable Details Enhancement
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- Disable Details Enhancement
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Turns off ambient occlusion for the material.