This section describes
            the sample workflow for three of the mental ray for Maya shaders: dgs_material, dielectric_material,
            and misss_fast_simple_maya (for
            subsurface scattering).
         
         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 mental
                     ray. 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. 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 mental
                     ray. 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 mental
                     ray. 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.
                      
 
Scene settings
            
            
               - Caustics should
                  be incorporated in a scene that includes dielectric material. In
                  the Render Settings window (
                           Window > Rendering Editors > Render Settings),
                  select mental ray as your renderer. Under the mental ray tabs, 
                           Features tab,
                  select Caustics under Rendering
                     Features to enable the algorithm.
               
- To incorporate caustics in the scene,
                  the spotlight in the scene should emit photons. Expand the Caustic
                     and Global Illumination section of the spotlight’s Attribute
                     Editor. Check the Emit Photons section.
               
- To brighten the scene, increase the Photon
                     Intensity and the Exponent value
                  in the spotlight’s attribute editor. If you only increase the photon intensity,
                  this may significantly increase your rendering time. Lowering the
                  exponent value allow you to brighten your caustics without increasing rendering
                  time.
               
- If you notice blobby caustics on the
                  walls of your Cornell box, tweak the Filter type
                  and Filter Size sections in your Render
                     Settings window.