From the course: 3ds Max: Substance to V-Ray

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Building your material

Building your material

- [Instructor] So we have the Bitmap2Material node set up inside the 3Ds Max material editor. We have hooked this up to a standard material that has been applied to the ground geometry, and we have a render of the resulting scene auto-saved into our history list. Now, if your renders aren't set to auto-save to history as mine are, then you can just open up the history settings dialogue on the V-Ray Frame before window and make sure that everything is set up in the way that you see here. Mine is the directory option, of course, which can be whatever you want. What we can do now then is use some of the huge number of controls that Bitmap2Material gives to us in order to try and make our somewhat painful looking ground material look at least a little bit better than it currently does, with our first order of business being to sort out the diffuse, or color component. To that end, let's open up the material editor, double-click on the standard material in the ground tabs so as to load…

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