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3ds Max: Advanced Materials

3ds Max: Advanced Materials

3ds Max: Advanced Materials

 

3ds Max: Advanced Materials : Physically based rendering (PBR) simulates the way light works in the real world. It achieves greater realism with less effort than traditional 3D rendering. This course focuses on PBR shading techniques in 3ds Max, using the Physical Material to achieve photorealistic surfaces such as stone, glass, and metal. Author Aaron F. Ross also looks at building shading networks, and combining and adjusting maps in interesting ways. Procedural maps such as ambient occlusion and substance deserve special attention, and you’ll also see how to bake them out to bitmap files for cross-application and renderer compatibility. By the end of the course, you’ll have a firm foundation in advanced shading

Contents :

  • Streamlining material editor workflow
  • Managing XREFs and materials
  • Laying out a scene for material testing
  • Using the Physical Material
  • Controlling highlights with Roughness
  • Directing reflections and refractions
  • Simulating translucency and scattering
  • Building a shading network
  • Combining and color correcting maps
  • Baking maps such as ambient occlusion
  • Procedural mapping with Substance
  • Using relief maps: bump, normal, and displacement

  • 1. Material Editor Tips and Tricks

Using Preview windows    4m 41s
Setting Material Editor options    3m 21s
Creating multiple view tabs    2m 39s
Storing materials in sample slots    7m 15s
Layout and select commands    4m 23s
Understanding XREFs and materials    7m 36s

  • 2. Hard Surface Materials

Rendering the Physical Material in ART    8m 17s
Balancing reflections with roughness    4m 19s
Adjusting metalness and reflection color    4m 2s
Using IOR to control reflectance    3m 18s
Setting a custom reflectance function    3m 19s
Stretching highlights with Anisotropy    1m 54s
Understanding the bump channel    2m 19s
Adding a clear coat    2m 57s

  • 3. Ray-Tracing Techniques

Controlling physical transparency    6m 13s
Tinting with transparency depth    3m 13s
Backlighting with thin-walled translucency    2m 34s
Subsurface scattering for physical translucency    3m 20s
Light emission from a surface    2m 42s

  • 4. Building Shading Networks

Future-proofing material presets    6m 28s
Layering and masking with a composite map    6m 11s
Color adjustment with a color correction map    5m 56s
Preparing for baking    3m 21s
Applying ambient occlusion    3m 56s
Baking maps with Render to Texture    6m 15s
RGB curves adjustment with an output map    7m 11s

  • 5. Advanced Mapping

Mapping a gradient ramp    6m 38s
Procedural mapping with a substance map    6m 12s
Simulating relief detail with a normal bump map    5m 12s
Deforming surfaces with a displacement map    5m 22s
Combining maps with an RGB multiply map    7m 31s

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