3ds Max 2019: Advanced Materials
2h 38mAdvanced2018-11-15
Authors

Aaron F. Ross
3D Expert, Video Producer, and Teacher
Course details
Physically-based rendering (PBR) simulates the way light works in the real world. It achieves greater realism with less effort than traditional 3D rendering. This course is updated for 3ds Max 2019, and focuses on PBR shading techniques. The Physical Material simulates surfaces such as stone, glass, and metal. Instructor Aaron F. Ross also looks at building shading networks, and combining and adjusting maps in interesting ways. Procedural maps such as Substance deserve special attention, and you'll also see how to bake them out to bitmap files for cross-application and renderer compatibility. By the end of the course, you'll have a firm foundation in advanced shading workflows in 3ds Max.
Learning objectives
Streamlining material editor workflow
Managing assets
Referencing materials with XRefs
Rendering the Physical Material
Controlling highlights with Roughness
Directing reflections and refractions
Simulating translucency and scattering
Building a shading network
Combining and color correcting maps
Baking maps with Render to Texture
Procedural mapping
Using relief maps: bump, normal, and displacement
Learning objectives
Streamlining material editor workflow
Managing assets
Referencing materials with XRefs
Rendering the Physical Material
Controlling highlights with Roughness
Directing reflections and refractions
Simulating translucency and scattering
Building a shading network
Combining and color correcting maps
Baking maps with Render to Texture
Procedural mapping
Using relief maps: bump, normal, and displacement
Skills covered
3ds Max3D AnimationRenderingMotion Graphics and VFXAutodesk3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)
Concepts
0. Introduction
- 01 - Welcome
- 02 - Using the exercise files
1. Material Editor Tips and Tricks
- 03 - Using preview windows
- 04 - Setting Material Editor options
- 05 - Creating multiple view tabs
- 06 - Storing materials in sample slots
- 07 - Lay Out and Select commands
- 08 - Understanding XRefs and materials
- 09 - Display Map Output Selector nodes
2. Hard Surface Materials
- 10 - Rendering the Physical Material
- 11 - Balancing reflections with Roughness
- 12 - Adjusting Metalness and Reflection Color
- 13 - Using Index of Refraction (IOR) to control reflectance
- 14 - Setting a custom reflectance function
- 15 - Stretching highlights with Anisotropy
- 16 - Mapping the bump channel
- 17 - Adding a clear coat
3. Ray Tracing Techniques
- 18 - Controlling physical transparency
- 19 - Tinting with Transparency Depth
- 20 - Backlighting with thin-walled translucency
- 21 - Sub-surface scattering for physical translucency
- 22 - Light emission from a surface
4. Building Shading Networks
- 23 - Future-proofing material presets
- 24 - Layering and masking with a composite map
- 25 - Color adjustment with a color correction map
- 26 - Preparing for texture baking
- 27 - Materials for texture baking
- 28 - Baking maps with Render to Texture
- 29 - Rasterizing textures with Render Map
- 30 - RGB curves adjustment with an output map
5. Advanced Mapping
- 31 - Mapping a gradient ramp
- 32 - Procedural mapping with Substance
- 33 - Simulating relief detail with Normal Bump
- 34 - Deforming surfaces with Displacement
- 35 - Combining maps with RGB Multiply
Conclusion
- 36 - Next steps
Related courses
- 3ds Max and After Effects: Product Visualization
- 3ds Max 2019: Advanced Lighting
- 3ds Max and V-Ray: Residential Exterior Materials
- 3ds Max: Tips, Tricks and Techniques
- 3ds Max and V-Ray: Interior Lighting and Rendering
- 3ds Max: Rendering with Arnold
- 3ds Max and V-Ray: Exterior Lighting and Rendering
- 3ds Max and V-Ray: ArchViz Detailing Techniques