Command entry: Slate Material Editor
Material/Map Browser
Maps
MetaSL
Illumination Phong
Generates Phong shading, based on the lighting.
Interface
Output Sockets
Unlike the other MetaSL shaders provided with 3ds Max, the Illumination Phong shader has four outputs.
- Outputs all components of the shader.
- Outputs the Diffuse and Specular components.
- Outputs only the Diffuse component.
- Outputs only the specular component.
Illumination Phong Phen[omenon] rollout
- Diffuse Color
-
Specifies the diffuse color. Default=white.
- Diffuse Float
-
Modifies the diffuse color. At 0.0, no diffuse color is present. At 1.0, the diffuse color is at full strength. Range: 0.0
to 1.0. Default=0.7.
- Specular Color
-
Specifies a color that tints the specular highlight. Default=white.
- Specular Float
-
Modifies the specular highlight color. At 0.0, the specular highlight color is not visible. At 1.0, the specular highlight
color is at full strength. Range: 0.0 to 1.0. Default=0.06.
- Specular Shininess
-
Sets shininess. The larger the value, the smaller the specular highlight. Default=15.0.
- Normal
-
Specifies the surface normal.
The map buttons at the right are shortcuts to the Maps rollout.
Maps rollout
The controls on this rollout let you assign a shader to one of the basic parameters of the Illumination Phong shader. This
is comparable to using a map as a component of a standard material; by adding shaders, you can create a shader tree that generates
complex effects.
Click the button for a component to display the Material/Map Browser and assign the map or shader. Use the toggle at the left to turn the effect of the map off or on.
The button to the right of each main shader button, for shaders that return multiple parameters, is inactive.