3ds Max Materials and Mapping Shading the Physical Material

3ds Max Materials and Mapping Shading the Physical Material

3ds Max Materials and Mapping Shading with the Physical Material  I’ve created a camera in the scene, set its aspect ratio and its exposure in advance. Once that’s selected we’ll do a test render, click on render production, and the ART renderer is progressive, similar to Iray. It’ll keep rendering until it reaches a predetermined level of noise. We’ll look at how to control that in the next chapter on rendering. Our test render has completed and this is what it looks like with an ideal diffuse material on it. Let’s close the rendered frame window. Go back to the material editor and create a couple more physical materials. You can create them from the materials section under general. Drag that over into the view, double-click it to activate it, and let’s give it a name, we’ll call it stairs. Then we have presets from which we can choose. Similar to arch and design. If I choose some of these it will create extra nodes in the graph here. For example, if I choose satin varnished wood now we have a bitmap node and a bunch of other stuff. Be careful with this, because these bitmaps are part of the 3DS Max installation and if you actually use this material you might have problems with future-proofing your work in a future version of 3DS Max. To simplify things I’m actually just going to delete all of this stuff. Select that and press Delete. And just play around only with the color here. So we’ve got our base color, gonna click on that, and then just make it darker and more saturated. Okay, cool. Now we want to assign it to the object. Select the stairs, and once again, click on the node in the material editor, and then choose assign material to selection. That one’s done. And let’s also do the hand rail.

 

Make another physical material, drag that over, double-click it to expose its parameters, and this time choose the preset of polished aluminum. So that we can see that better in the view here, double-click on that sample, and then right-click on the sample and choose show background in preview. And now we can see the effect of that polished aluminum material applied to a sample sphere. We’ll now assign that to these railings. Select them both with the Control key.Okay, well for this one, of course, we do want a metalness of one. And if we want it to be a little bit more polished than it was instead of the roughness of point two, I’ll give it a roughness of point one. And now it’s gonna be a bit more chromic. There are many other interesting parameters in the physical material. We won’t be able to cover them all, but I wanna mention one other important thing is that by default you can’t control the intensity of highlights or reflections. If you need more control over the highlights you can go into a mode in which you’re able to produce non-physical effects. And that’s up here, the material mode. Switch that over to advanced. And now you see there is a reflection section that wasn’t there before. And now there are two roughness parameters. The roughness that was up here at the top has now moved down here into the reflections. And I can see that because it has a roughness value of 0.1, which was the value I previously entered in up here. This is the roughness for the purposes of reflections. And this is an additional layer of roughness that you can use to produce, for example, terracotta type effects. Once you’ve enabled advanced mode we have the ability here to attenuate the reflections or to give the reflections a different color than the base and so on. That’s a very simple introduction to the physical material. Again, it works really best with ART or other modern renderers. We’ll look at ART a bit more in the following chapter. And that finishes our chapter on materials and mapping.