Element type: | miSCENE_MATERIAL |
Data type: | miMaterial |
Sizes: | - |
Defaults: | all nulls |
typedef struct miMaterial { miBoolean opaque; /* no transparency? */ miTag shader; /* material shader */ miTag displace; /* opt. displacement shader */ miTag shadow; /* opt. shadow shader */ miTag volume; /* opt. volume shader */ miTag environment; /* opt. environment shader */ miTag contour; /* opt. contour shader */ miTag photon; /* opt. photon RT shader */ miTag photonvol; /* opt. photon volume shader */ miTag lightmap; /* used for lightmaps */ miTag hardware; /* hardware shader */ } miMaterial;
A translator must provide: shader.
A translator may provide: all others.
opaque informs mental ray that the material is always opaque and casts an opaque shadow. This is a hint to mental ray and may not be used by all renderers.
shader is the tag of a material shading function. It must refer to a database element of type miSCENE_FUNCTION. This tag may not be miNULLTAG.
displace is the tag of an optional displacement shader function.
shadow is the tag of an optional shadow shader function.
volume is the tag of an optional volume shader function.
environment is the tag of an optional environment shader function.
contour is the tag of an optional contour shader function.
photon is the tag of an optional photon shader function.
photonvol is the tag of an optional photon volume shader function.
lightmap is the tag of an optional lightmap shader function.
hardware is the tag of an optional hardware shader.
Note that mental ray 3.3 will append several new fields to this structure. Shaders keeping a local copy of a miMaterial will have to be recompiled for mental ray 3.3.
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