From the course: 3ds Max 2021 Essential Training
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Physical Material color and roughness - 3ds Max Tutorial
From the course: 3ds Max 2021 Essential Training
Physical Material color and roughness
- [Instructor] Just as the 3ds Max photometric lights are a physical simulation of how light works in the real world. The physical material is a simulation of the surface properties of objects. And the physical material fits into a physically based rendering workflow. And it's basically render agnostic it will look almost exactly the same in any physically based renderer. Before we work on building materials I recommend that we hide these material samples in the material map browser. The rendering of these samples can actually be problematic, the samples rendering is only single threaded and sometimes samples rendering is re-triggered when it shouldn't be. And it can cause problems it can actually slowdown our interactivity in the material editor. So for performance reasons it's a good idea to turn off the rendering of these samples. And there are numerous ways to do this, one is to disable the little teapot icon…
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Contents
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(Locked)
Using the Slate Material Editor4m 1s
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(Locked)
Assigning materials to objects3m 58s
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(Locked)
Managing scene materials6m 5s
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(Locked)
Managing sample slots4m 52s
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(Locked)
Saving a material library4m 44s
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(Locked)
Physical Material color and roughness5m 52s
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(Locked)
Physical Material reflection parameters6m 36s
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(Locked)
Controlling viewport material shading8m 25s
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(Locked)
Controlling material sample size3m 40s
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(Locked)
Creating a 3D procedural map2m 8s
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Art directing 3D map parameters7m 46s
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(Locked)
Mapping bitmap image files6m 2s
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(Locked)
Projecting UVs with UVW Map4m 29s
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(Locked)
Using Real-World Map Size5m 14s
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(Locked)
Restoring links with Asset Tracking5m 24s
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(Locked)
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