Raytrace - superclass: textureMap; super-superclass:material - classID: #(0, 675561916)
Sets whether to cast reflected or refracted rays:
0- Auto Detect (If assigned to the material’s Reflection component, the raytracer will reflect. If assigned to Refraction, it will refract. If you assign Raytrace to any other component, you have to manually specify whether you want reflected rays or refracted rays.)
1- Reflection (Casts reflected rays off the object’s surface.)
2- Refraction (Casts refracted rays into or through the object’s surface.)
Turns the raytracer on or off. Even with raytracing off, Raytrace material and Raytrace map still reflect and refract the environment, including both the environment map for the 3ds Max scene, and the environment map assigned to the Raytrace material.
Turns antialiasing on or off. Antialiasing is possibly the slowest portion of raytrace rendering.
Turns self reflection/refraction on or off.
Turns the raytracing of atmospheric effects on or off. Atmospheric effects include fire, fog, volume light, and so on.
When on, the material reflects effects assigned to material IDs in the renderer’s G-buffer on or off.
Turns the raytracing of objects inside raytraced objects on or off.
Same as the previous control, but for atmospheric effects instead of objects.
Turns the color density and fog features on or off.
The Options__Color_Density___Fog_Enable property is not available in Autodesk VIZ
Sets Background Mode:
0- Use Environment Settings (Respects the environment settings of the current scene.)
1- Use Background_Color (Overrides environment settings)
2- Use background map (Overrides the environment settings with the specified map.)
Color used as background.
When on, allows you to modify local anitialiasing settings.
When on, enables the adaptive antialiaser for this Raytrace map.
Determines the sensitivity of the adaption algorithm. This value can range from 0 to 1, where 0 always casts the maximum number of rays and 1 always casts only the minimum number of rays.
Sets the initial number of rays cast per pixel.
Sets the maximum number of rays the algorithm casts.
Affects the sharpness or blurriness of reflections or refractions without regard to distance. You can use this to soften the details of a reflection or refraction. This value is specified in pixels.
Changes the shape of the blur by changing the aspect ratio. Usually you will not need to change this setting.
Blurs based on distance. Objects near the surface are not blurred, but objects farther away are blurred. The rays cast are spread as they leave the surface of the Raytrace map object.
Changes the shape of the defocusing by changing the aspect ratio. Usually you will not need to change this setting.
When on, uses a map to apply the Blur Offset value. That is, where the map is white, blur offset is fully applied, and where it is black, it is ignored. For example, if the map is a Checker map, blur offset is applied only in every other square. Values between black and white cause less blur.
When on, uses a map to apply the Defocus value. That is, where the map is white, Defocus is fully applied, and where it is black, it is ignored. For example, if the map is a Checker map, Defocus is applied only in every other square. Values between black and white cause less defocusing.
Sets Attenuation Mode:
1- Linear (Linear attenuation is calculated between the attenuation_start and attenuation_end values.)
2- Inverse Scale (Sets inverse square attenuation. Inverse square attenuation is calculated beginning at the attenuation_start range, and doesn’t use the attenuation_end range. Inverse scale is the actual attenuation rate for light in the real world. However, it doesn’t always give the effect you want in a rendered scene.)
3- Exponential (Sets exponential attenuation. Exponential attenuation is calculated between the attenuation_start and attenuation_end values. You also specify the exponent to use.)
4- Custom Falloff (Specifies a custom curve to use for attenuation.)
The distance in world units where attenuation begins.
Attenuation_Color_Mode = 0 - Background; 1 - use Attenuation_Color
Sets the distance in world units where the ray is fully attenuated.
Sets the strength of the reflected/refracted ray at the start range distance. This is a normalized percentage that can range from 0.0 to 1.0.
Controls the shape of the curve near the curve start.
Controls the shape of the curve near the curve end.
Sets the strength of the reflected/refracted ray at the end range distance. This is a normalized percentage that can range from 0.0 to 1.0.
Enables a reflectivity map.
Controls the amount of raytracing used by the material it is assigned to.
Turns basic tinting on or off.
Sets the amount of tinting used.
Assigns a tint color for reflections.
Enables the use of a map for tinting.
Turns color density on or off.
Sets the transmission color.
Controls the amount of density color. It can range from 0 to 1.0. Reducing this value reduces the density color effect.
A thin piece of tinted glass is mainly clear, while a thick piece of the same glass has more color. Start and End Distance, expressed in world units, controls help you simulate this effect. Start is the position in the object where the density color begins to appear. End is the position in the object where the density color reaches its full Amount value. To have a lighter effect, increase the End value. To have a heavier effect, reduce the End value.
Enables the use of a map for the color density filter.
Turns fog on or off.
Sets the fog color.
Controls the amount of density fog. It can range from 0 to 1.0. Reducing this value reduces the density fog effect and makes the fog translucent.
Start and End Distance controls, expressed in world units, adjust the fog effect based on the object’s dimensions. Start is the position in the object where the density fog begins to appear. End is the position in the object where the density fog reaches its full Amount value. To have a lighter effect, increase the End value. To have a heavier effect, reduce the End value.
Enables a map for the fog color.
Get/set the Bump Multiplier value.
Get/set the Filter Density map amount value.
Get/set the Fog map amount value.
Enable the glass refractions option.
Get/set the Tint map amount value.
The following properties do not correspond to any user-interface items, and may or may not be used by the raytracer.
Note: These properties are not available in Autodesk VIZ and 3ds Max 5.
<>parameters>.Options__Color_Density___Fog_Enable Boolean default: true -- animatable; boolean
The sub-maps that can be assigned to a Raytrace texturemap are not accessible to MAXScript unless they have already been assigned to the Bricks map. Once these maps have been assigned, they are available as properties of the Bricks TextureMap value. The property names, however, are dependent on the type of maps assigned. For example, if dent maps were assigned to all the sub-maps, the property names would be similar to Background__Map__17____Dent, Blur_Map__Map__18____Dent, Defocus_Map__Map__19____Dent, Reflectivity_Map__Map__20____Dent, Tint_Map__Map__21____Dent, Color_Density_Map__Map__22____Dent, and Fog_Color_Map__Map__23____Dent. These maps are also stored as subAnims 2 through 8 of the Raytrace TextureMap value, respectively. If the subAnim name for a subAnim is similar to Background__None, no map has been assigned to that sub-map.
TextureMap Common Properties, Operators, and Methods
Material Common Properties, Operators, and Methods
MAXWrapper Common Properties, Operators, and Methods
Value Common Properties, Operators, and Methods