Making Convincing Reflective Shaders in 3DS Max 7.5 and up using the Mental Ray Render
Now lets make the chrome ball.
-Choose a new material in the material editor and name it “chrome”.
-Next to the name click the standard swatch and choose shellac.
-Click “None” next to base material and choose Raytrace.
-For the diffuse use an ambient/reflective occlusion (base) shader with samples at 32, spread .9, max distance 90 and reflective checked. For the bright click the swatch at the far right and use a falloff map. Change the map to Fresnel and change the black to RGB 107, 107, 107.
-Click go to parent a few times to get back to Raytrace
-Go to maps and click the “None” next to reflect and use a falloff map. Change the black color to RGB 107, 107, 107 and use a Fresnel falloff type.
-Click go to parent once and then click the “None” next to the Bump in the maps rollout. Choose a dent map and label it “big dents”. Change the size to 777, strength to 5 and iterations to 2.
-Click “None” next to the white color and choose a dent map. Label it “small dents” and change the size to 100, strength to 3 and iterations to 1.
- Assign the material to a ball.

Finally, lets make the glass. Actually mental ray already has a good glass shader that we will use.
-Choose a new shader and label it “glass”.
-Next to the name click standard and change this to Glass (Physics_Phen).
-Change the phong coefficient to 62.
-Assign this shader to the last ball.
Note: To see something behind the glass push the checkerboard button on the upper right labeled background.

Lastly, lets set up the floor shader.
-Choose a clean shader and label it “floor”.
-Change the diffuse color to off-white.
-Click the swatch next to diffuse and choose an ambient/reflective occlusion (base) shader. Change samples to 32, bright to an off-white, spread .9, max distance 90 and check reflective.
-Click go back to parent and go down to reflection in the maps rollout. Change the amount to 10. Click “None” and choose falloff. Change the falloff type Fresnel
-Assign the material to the floor plain.

We are now done making all the shaders. Phew. :)
Lets set the render up to do a test render.
-Press F10 to open the render dialog box.
-Change the output size to 320x240.
-Go to the renderer tab and change the minimum samples per pixel to ? and the maximum to 4.
-Change the filter to lanczos.
-Go to indirect illumination tab. Open the final gather rollout and enable final gather. Change the samples to 50 and check preview (No Precalculations).
-Press render.
