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3ds Max 2019 Advanced Materials

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Release date:2018, November 15

Author:Aaron F. Ross

Skill level:Advanced

Language:English

Exercise files:Yes

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 is updated for 3ds Max 2019, and focuses on PBR shading techniques. The Physical Material simulates surfaces such as stone, glass, and metal. Instructor Aaron F. Ross also looks at building shading networks, and combining and adjusting maps in interesting ways. Procedural maps such as 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 workflows in 3ds Max.
Topics include:
Streamlining material editor workflow
Managing assets
Referencing materials with XRefs
Rendering 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 with Render to Texture
Procedural mapping
Using relief maps: bump, normal, and displacement

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00. Introduction
001 Welcome
002 Using the exercise files

01. Material Editor Tips and Tricks
003 Using preview windows
004 Setting Material Editor options
005 Creating multiple view tabs
006 Storing materials in sample slots
007 Lay Out and Select commands
008 Understanding XRefs and materials
009 Display Map Output Selector nodes

02. Hard Surface Materials
010 Rendering the Physical Material
011 Balancing reflections with Roughness
012 Adjusting Metalness and Reflection Color
013 Using Index of Refraction (IOR) to control reflectance
014 Setting a custom reflectance function
015 Stretching highlights with Anisotropy
016 Mapping the bump channel
017 Adding a clear coat

03. Ray Tracing Techniques
018 Controlling physical transparency
019 Tinting with Transparency Depth
020 Backlighting with thin-walled translucency
021 Sub-surface scattering for physical translucency
022 Light emission from a surface

04. Building Shading Networks
023 Future-proofing material presets
024 Layering and masking with a composite map
025 Color adjustment with a color correction map
026 Preparing for texture baking
027 Materials for texture baking
028 Baking maps with Render to Texture
029 Rasterizing textures with Render Map
030 RGB curves adjustment with an output map

05. Advanced Mapping
031 Mapping a gradient ramp
032 Procedural mapping with Substance
033 Simulating relief detail with Normal Bump
034 Deforming surfaces with Displacement
035 Combining maps with RGB Multiply

06. Conclusion
036 Next steps

Ex_Files_3ds_Max_Advanced_Materials.7z


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