From the course: 3ds Max 2019: Advanced Materials
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Rendering the Physical Material - 3ds Max Tutorial
From the course: 3ds Max 2019: Advanced Materials
Rendering the Physical Material
- [Voiceover] In this chapter on hard surface materials, we'll take a look at auto-desk's physical material. It's an all-purpose material for physically based renderers. We're going to be using A.R.T or the auto desk rate tracer in this course, but the principles that I show you will also apply to other physical renderers such as: Arnold. The whole idea of the physical material is that it's a simulation of reality so it's a renderer agnostic. That means it should look the same in different renderers. In my experience, the physical material renders equally well under Arnold and A.R.T and the results look so similar, that it may be difficult to tell the difference. The material work flow for P.B.R or physically based rendering is substantially different from older shady models such as Glen and Fawn. Physically based materials may be difficult to evaluate in a genetic shader preview because P.B.R. materials are very sensitive to lighting and modeling concerns. A common practice when…
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Contents
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Rendering the Physical Material5m 38s
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Balancing reflections with Roughness4m 19s
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Adjusting Metalness and Reflection Color4m 2s
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Using Index of Refraction (IOR) to control reflectance3m 19s
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Setting a custom reflectance function3m 20s
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Stretching highlights with Anisotropy1m 54s
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Mapping the bump channel1m 38s
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Adding a clear coat2m 58s
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