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LinkedIn Learning

3ds Max 2019: Advanced Materials

via LinkedIn Learning

Overview

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 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.

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
  • Lay Out and Select commands
  • Understanding XRefs and materials
  • Display Map Output Selector nodes
2. Hard Surface Materials
  • Rendering the Physical Material
  • Balancing reflections with Roughness
  • Adjusting Metalness and Reflection Color
  • Using Index of Refraction (IOR) to control reflectance
  • Setting a custom reflectance function
  • Stretching highlights with Anisotropy
  • Mapping the bump channel
  • Adding a clear coat
3. Ray Tracing Techniques
  • Controlling physical transparency
  • Tinting with Transparency Depth
  • Backlighting with thin-walled translucency
  • Sub-surface 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 texture baking
  • Materials for texture baking
  • Baking maps with Render to Texture
  • Rasterizing textures with Render Map
  • RGB curves adjustment with an output map
5. Advanced Mapping
  • Mapping a gradient ramp
  • Procedural mapping with Substance
  • Simulating relief detail with Normal Bump
  • Deforming surfaces with Displacement
  • Combining maps with RGB Multiply
Conclusion
  • Next steps

Taught by

Aaron F. Ross

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