with the mental ray renderer is similar to
displacement mapping of
standard materials. One advantage of using mental ray displacement
is that the additional polygons of displaced surfaces are stored
only in the mental ray scene database, not in your 3ds Max scene,
so they do not increase the memory requirements of your scene, except
at render time. This can be a big improvement in performance over
displacement mapping with standard materials and the scanline renderer.
To add displacement to a mental ray rendering:
- Choose Customize Preferences. Go to the mental ray panel,
and turn on Enable Mental Ray Extensions.
- On the main toolbar, click (Render
If the active renderer
is not already the mental ray renderer, go to the Common panel,
and on the Assign Renderer rollout, click the “...” button for the
Production renderer. A Choose Renderer dialog is displayed. Highlight
“mental ray Renderer” in the list, and then click OK.
Leave the Render Setup dialog open, or minimize it.
the Material Editor.
- On the mental ray Connection rollout,
lock button to unlock the Displacement component. Click the shader button
(“None”) and use the Browser to assign a displacement shader to the
WarningThis overrides any displacement assigned
to the base material as a standard map.
Another technique would be to use the
ray material, and assign a shader to the
Displacement component. (If you are using the mental ray material,
you don't need to first unlock the Displacement component.)
- Apply the material to objects you wish
to show the displacement.