RHINO network camera Manual do Utilizador Página 58

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Material Page
The parameters in this page apply to the material as a whole. Each material saves its own preview options, so that different MXS preview
scenes may be used for different types of materials. The MXS preview scenes listed in the scene drop-down are those found in the
Maxwell/preview directory.
As explained in the ‘How does MXM Linking work’ section several pages above, a material which has MXM Linking enabled (and has a
valid linked MXM path) will re-load the linked MXM when the document it is contained in is opened. When the plugin option Behavior
> Auto-update Linked materials is enabled, such a material will also actively listen for changes made to its linked MXM.
In addition to specifying individual bump maps in each BSDF layer, it is also possible to supply a bump (or normal) map here which will
be used to affect the material as a whole.
Dispersion
This switch enables the calculation of dispersion. Dispersion is the ‘rainbow’ effect seen when light is split based on its different
wavelengths as it passes through refractive materials. Enabling this option can raise render times because of the extra math involved
in calculating these wavelength-based refractions.
Matte
Materials which have this switch enabled will cause the background (i.e. Physical Sky, etc.) to show through all geometry where the
objects they are assigned to are seen by the camera. This can be useful for creating composite images.
Shadow
Materials which have this switch enabled will have the objects they are assigned to casting shadows when the Shadow channel is
rendered (see Output > Render Channels > Shadow).
Material ID Color
This is the color which will be used for this material when the Material ID channel is rendered.
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