Material to Shader (mental ray)
 
 
 
Command entry: Material Editor mental ray Connection rollout Assign a shader. Material/Map Browser Material to Shader
Command entry: Material Editor Maps mental ray mental ray or DGS material Assign a shader. Material/Map Browser Maps mental ray Material to Shader
Notemental ray shaders appear in the Browser only if the currently active renderer supports them.

Lets you use a regular 3ds Max material as a shader. Depending on the component to which this shader is assigned (Surface, Shadow, Displacement, Volume, and so on), the mental ray renderer uses the appropriate material component.

For example, if you want a mental ray material's Surface component to look like a standard material you have, assign Material To Shader as the Surface shader, and then assign it the standard material.

NoteMaterial To Shader doesn't work as an environment background. Use the original 3ds Max material, instead.
TipTo edit the material assigned to Material To Shader, you can drag the button to an unused sample slot in the Material Editor (be sure to choose Instance when prompted). Or you can follow these steps:
  1. In an unused sample slot, create the material and adjust its settings.
  2. Save the material to a library.
  3. Assign the Material To Shader to its component.
  4. When you click the Material To Shader's shader button, browse from the library and load the material you prepared in advance.

If you need to further adjust the material, you can repeat these steps (without having to reassign the Material To Shader).

Interface

Material button

Click to display the Material/Map Browser and choose the material to use for shading.