dielectric_material node
         
         In this scene, the bowl is created using the dielectric_material shader.
            This shader is commonly used for dielectric media such as glass,
            water, and other liquids.
         
         Sample
            workflow for dielectric_material
         
         
            - Open
               the Hypershade editor. Under the Create tab,
               select Create mental ray Nodes. Click
               on dielectric_material under the Materials section
               to create the shader.
            
- In
               the shader’s Attribute Editor, change Index
                  of Refraction to 1.65. This is the index of refraction
               for a typical glass material.
            
- Click
               on the dielectric_material1SG node. In the Attribute
                  Editor, expand the mental ray section. Since photons
               are used in this scene (for caustics and global illumination, and
               so on), a photon shader needs to be added to the shader group. Under
               the Custom Shaders section, click  for the Photon
                  Shader attribute and select dielectric_material_photon (under
               the Photonic Materials section).
               This is the corresponding photon shader for the dielectric_material shader.
            
- In
               the Attribute Editor, change the Index
                  of Refraction for the dielectric_material_photon to
               also be 1.65. In this scenario, we wish to simulate both the appearance
               of glass and the caustic effect of glass. Therefore, the Index
                  of Refraction for the dielectric_material and dielectric_material_photon shaders
               are set to identical values.
            
dgs_material node
         
         The stand of the bowl is created using the dgs_material
            shader. This shader is commonly used to simulate glossy materials
            such as metals, mirrors, glossy paint and plastic, and so on. 
         
         Sample
            workflow for dgs_material
         
         
            - Open
               the Hypershade editor. Under the Create tab,
               select Create mental ray Nodes. Click
               on dgs_material under the Materials section
               to create the shader.
            
- Click
               on the dgs_material1SG node. In the Attribute Editor,
               expand the mental ray section. Since photons are used in this scene
               (for caustics and global illumination, and so on), a photon shader
               needs to be added to the shader group. Under the custom shaders
               section, click  for the Photon Shader attribute
               and select dgs_material_photon (under
               the Photonic Materials section).
               This is the corresponding photon shader for the dielectric_material shader. for the Photon Shader attribute
               and select dgs_material_photon (under
               the Photonic Materials section).
               This is the corresponding photon shader for the dielectric_material shader.
Subsurface scattering node
         
         The grapes in this scene are created using the
            subsurface scattering node. Subsurface scattering is usually used
            to create materials that scatter or absorb light internally (rather
            than reflect light at the surface). Using subsurface scattering,
            the grapes in the scene appear translucent and glowing. 
         
         mental ray for Maya includes several subsurface
            scattering nodes, for example, misss_physical, misss_fast_shader, misss_skin_specular,
            and so on.
         
         misss_physical simulates subsurface
            scattering in the most realistic and physically accurate way. Alternatively,
            misss_fast_* provides a reasonable simulation of subsurface scattering,
            but allows for more efficient rendering and is easier to set up.
         
         Sample
            workflow for misss_fast_simple_maya shader
         
         
            - Open
               the Hypershade editor. Under the Create tab,
               select Create mental ray Nodes. Click
               on misss_fast_simple_maya under
               the Materials section to create
               the shader.
            
- Since
               subsurface scattering involves the bouncing of light near the surface, a
               lightmap must be attached to the shader. In the Hypershade editor,
               click misss_fast_lmap_maya under
               the Light Maps section to create
               the lightmap shader.
            
- Click
               on the misss_fast_lmap_maya shader
               node. In the Attribute Editor, expand the Lightmap
                  Write section and click  for the Lightmap attribute
               to create a texture node. for the Lightmap attribute
               to create a texture node.
- In
               texture node’s Attribute Editor, check Writeable.
               Change the Filter Size Width and Filter
                  Size Height to your render size. Change File
                  Size Depth to 32 bits. Enter a file name in the Image
                  Name attribute.
            
- Click
               on the misss_fast_simple_maya material
               and map the misss_fast_lmap_maya shader
               to its Lightmap section.
            
- Increase
               the number of samples in the Lightmap section
               to create a smoother effect. Increasing the number of samples would
               create more scattering and increase the intensity of the light gather
               effect. The scene thus has more glow.
            
- Tweak
               the values under Algorithm control for better
               results.
               TipBeginning in Maya 8.5, you can also get
                     the look of subsurface scattering in your scene by tuning the scatter
                     attributes available in the mental ray section of the  Anisotropic,  Blinn,  Lambert,  OceanShader,  Phong and  PhongE surface
                     material nodes. For more information regarding these scatter attributes,
                     see  Scattering and  Work with Scattering.