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3ds Max 2017: Advanced Materials

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Overview

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3ds Max features advanced material tools and techniques for physically based rendering. Learn to design realistic shading networks in 3ds Max: Advanced Materials.

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 focuses on PBR shading techniques in 3ds Max, using the Physical Material to achieve photorealistic surfaces such as stone, glass, and metal. Author Aaron F. Ross also looks at building shading networks, and combining and adjusting maps in interesting ways. Procedural maps such as ambient occlusion and 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.

Syllabus

Introduction
  • Welcome
  • Using the exercise files
1. Material Editor Tips and Tricks
  • Using Preview windows
  • Setting Material Editor options
  • Creating multiple view tabs
  • Storing materials in sample slots
  • Layout and select commands
  • Understanding XREFs and materials
2. Hard Surface Materials
  • Rendering the Physical Material in ART
  • Balancing reflections with roughness
  • Adjusting metalness and reflection color
  • Using IOR to control reflectance
  • Setting a custom reflectance function
  • Stretching highlights with Anisotropy
  • Understanding the bump channel
  • Adding a clear coat
3. Ray-Tracing Techniques
  • Controlling physical transparency
  • Tinting with transparency depth
  • Backlighting with thin-walled translucency
  • Subsurface scattering for physical translucency
  • Light emission from a surface
4. Building Shading Networks
  • Future-proofing material presets
  • Layering and masking with a composite map
  • Color adjustment with a color correction map
  • Preparing for baking
  • Applying ambient occlusion
  • Baking maps with Render to Texture
  • RGB curves adjustment with an output map
5. Advanced Mapping
  • Mapping a gradient ramp
  • Procedural mapping with a substance map
  • Simulating relief detail with a normal bump map
  • Deforming surfaces with a displacement map
  • Combining maps with an RGB multiply map
Conclusion
  • Next steps

Taught by

Aaron F. Ross

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