From the course: 3ds Max: Rendering with Arnold
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Building an Arnold shading network - 3ds Max Tutorial
From the course: 3ds Max: Rendering with Arnold
Building an Arnold shading network
- [Instructor] To conclude our chapter on materials and maps, we'll build a simple Arnold shading network, to combine an ambient occlusion effect with a noise map. This is where we left it in the previous movie. We've got the Material Editor open as well as the Active Shade window running. We've got an ambient occlusion applied onto the base color of this picture frame. Let's combine that with a noise map that's also in the view here. Use the middle mouse to pan over. I've got a 3DS Max noise map here. So let's multiply that with the ambient occlusion node. Right click in the view, and choose Maps, Arnold, Math, Multiply. And double click on that. And rename it "Noise x AO". Connect the ambient occlusion to one of the inputs, and connect this noise map to the other input, then connect the multiply node to the base color. Now we can see that noise map appearing. That looks pretty cool. We can also use that…
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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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