From the course: 3ds Max: Rendering with Arnold
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Base color and specular roughness - 3ds Max Tutorial
From the course: 3ds Max: Rendering with Arnold
Base color and specular roughness
- [Instructor] The most important parameters of a physically based material, such as the Arnold standard surface, are the base color and the specular roughness. We'll use those attributes of the Arnold standard surface to create a simple paint material for the chassis of the espresso machine here. Building on the previous movie, I've got active shade running, and let's now assign a new material to the espresso machine chassis. In the viewport, click on the side of the espresso machine and select the chassis object. Go over to the material editor and create a new Arnold standard surface material, right-click in the view and choose materials, Arnold, surface, standard surface. Double-click that new node, and rename it, let's call it paint cocoa. With it still selected, and with the chassis selected in the viewport, click assign material to selection, and now it's changed color subtly. Let's adjust the base color, and in…
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Contents
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Creating an Arnold Standard Surface4m 30s
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Base color and specular roughness6m 10s
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Mapping material parameters6m 53s
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Surface relief with bump mapping5m 15s
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Rendering metallic surfaces with metalness3m 46s
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Mapping opacity3m 4s
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Refracting light with transmission6m 18s
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Shading with ambient occlusion4m 17s
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Building an Arnold shading network2m 44s
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