From the course: 3ds Max 2019: Advanced Materials
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Future-proofing material presets - 3ds Max Tutorial
From the course: 3ds Max 2019: Advanced Materials
Future-proofing material presets
- [Instructor] In the following chapter, we'll look at building shading networks. One way to get started with that is to use the presets that are provided with a physical material and certain others, such as the Autodesk materials. If you do use those presets, they reference a bitmap library that is installed with 3ds Max. And if that library changes in the future, then your scenes will break. If you want to make sure that your scenes will always look the same in later versions of the software, then I do recommend that you back up the default material library files. Let's take a look at how to do that. I've once again got a scene with some objects XRefed in. And I'll just go ahead and open up the Material Editor straight away and create a physical material, drag that over. Double click it and let's rename it concrete up here. And then choose from the presets. We'll go for rough concrete. As soon as we do that, we get some new nodes in our shading network. I'll close the material map…
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Future-proofing material presets6m 22s
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Layering and masking with a composite map5m 1s
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Color adjustment with a color correction map5m 55s
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Preparing for texture baking1m 45s
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Materials for texture baking4m 17s
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Baking maps with Render to Texture6m 27s
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Rasterizing textures with Render Map6m 10s
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RGB curves adjustment with an output map6m 58s
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