From the course: 3ds Max: Medical Product Visualization with Arnold
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Image based materials - 3ds Max Tutorial
From the course: 3ds Max: Medical Product Visualization with Arnold
Image based materials
- [Voiceover] Creating and using image-based materials is sometimes required for specific elements such as, in this case, a spine, or other anatomic elements that are used for the context of the instruments in your renders. This is a quite intense EV mapping scheme. Let's take a look at the texture for the spine in the material editor. (mouse clicking) And here's the spine, we'll take a look at that bitmap and what that looks like. View the image, there we go, and here it is. That's the spine split up into all of its component parts, a very familiar EV mapping scheme, in this case it's the only way to get a, kind of a true look at what a spine bone texture would be. Now the important part of getting to this process is that when you bring a scene like this that was possibly made in an earlier version of Max, you have to go through the scene converter process. So that's rendering, scene converter, and then it'll bring this up and you can convert the entire scene. If you don't convert…
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