From the course: 3ds Max: Rendering with Arnold
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Refracting light with transmission - 3ds Max Tutorial
From the course: 3ds Max: Rendering with Arnold
Refracting light with transmission
- [Instructor] For true transparency effects, rather than a simple cutout, we'll want to work with the transmission parameters of the Arnold standard surface. I've got a bottle with some liquid inside, and I've got its material in the material editor, and the active shade engine running. Let's double-click on that standard surface material to load its parameters. I've named it bottle glass. We've got a transmission parameter section down here, and with a transmission weight of zero, the object will be completely opaque. Let's increase that general transmission weight up to its maximum of one, and we can see through the glass now. We can get in closer in the perspective view with Control + Alt and middle mouse button, pan around with the middle mouse button. So we've got a refractive glass, but it's got a roughness value of 0.2, so we're getting some kind of rough, frosted reflections there. Let's bring the roughness…
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Contents
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(Locked)
Creating an Arnold Standard Surface4m 30s
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Base color and specular roughness6m 10s
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Mapping material parameters6m 53s
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Surface relief with bump mapping5m 15s
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Rendering metallic surfaces with metalness3m 46s
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Mapping opacity3m 4s
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Refracting light with transmission6m 18s
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Shading with ambient occlusion4m 17s
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Building an Arnold shading network2m 44s
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