Release date:2018, November 15

Author:Aaron F. Ross

Skill level:Advanced

Language:English

Exercise files:Yes

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.

Topics include:

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

00. Introduction 001 Welcome 002 Using the exercise files

01. Material Editor Tips and Tricks 003 Using preview windows 004 Setting Material Editor options 005 Creating multiple view tabs 006 Storing materials in sample slots 007 Lay Out and Select commands 008 Understanding XRefs and materials 009 Display Map Output Selector nodes

02. Hard Surface Materials 010 Rendering the Physical Material 011 Balancing reflections with Roughness 012 Adjusting Metalness and Reflection Color 013 Using Index of Refraction (IOR) to control reflectance 014 Setting a custom reflectance function 015 Stretching highlights with Anisotropy 016 Mapping the bump channel 017 Adding a clear coat

03. Ray Tracing Techniques 018 Controlling physical transparency 019 Tinting with Transparency Depth 020 Backlighting with thin-walled translucency 021 Sub-surface scattering for physical translucency 022 Light emission from a surface

04. Building Shading Networks 023 Future-proofing material presets 024 Layering and masking with a composite map 025 Color adjustment with a color correction map 026 Preparing for texture baking 027 Materials for texture baking 028 Baking maps with Render to Texture 029 Rasterizing textures with Render Map 030 RGB curves adjustment with an output map

05. Advanced Mapping 031 Mapping a gradient ramp 032 Procedural mapping with Substance 033 Simulating relief detail with Normal Bump 034 Deforming surfaces with Displacement 035 Combining maps with RGB Multiply

06. Conclusion 036 Next steps

Ex_Files_3ds_Max_Advanced_Materials.7z

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