From the course: 3ds Max 2019: Advanced Materials
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Combining maps with RGB Multiply - 3ds Max Tutorial
From the course: 3ds Max 2019: Advanced Materials
Combining maps with RGB Multiply
- [Teacher] To add the finishing touches to the stone material for the sculpture, I want to add some of the substance map in with the ambient occlusion, in order to make these bumpy, rough areas a different color. There are many ways for us to combine two maps, such as the substance and ambient occlusion. But I'm going to use a very simple node, which is RGB multiply, because I know for certain that that will work with ART. And, the end result is, we will have darkness and saturation in the bumpier areas, and that will make the overall material much more believable. In 3ds Max, let's take a look at the shader. Open up the material editor, remember we've got a substance map, and it's providing a normal bump, and also a displacement map to this physical material. I did make one pretty important adjustment to the substance, let's double click on its name to load it into the material perimeters. I've set the relief balance to two. And what that has done, has given me more detail in the…
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