Release date:2016, October 4

Duration:02 h 34 m

Author:Aaron F. Ross

Skill level:Intermediate

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 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.

Topics include:

Streamlining material editor workflow

Managing XREFs and materials

Laying out a scene for material testing

Using 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 such as ambient occlusion

Procedural mapping with Substance

Using relief maps: bump, normal, and displacement
Table of Contents

Introduction

Welcome 1m

Using the exercise files 4m 28s

1. Material Editor Tips and Tricks Using

Preview windows 4m 41s

Setting Material Editor options 3m 21s

Creating multiple view tabs 2m 39s

Storing materials in sample slots 7m 15s

Layout and select commands 4m 23s

Understanding XREFs and materials 7m 36s

2. Hard Surface Materials Rendering the Physical

Material in ART 8m 17s Balancing reflections with roughness 4m 19s

Adjusting metalness and reflection color 4m 2s

Using IOR to control reflectance 3m 18s

Setting a custom reflectance function 3m 19s

Stretching highlights with Anisotropy 1m 54s

Understanding the bump channel 2m 19s

Adding a clear coat 2m 57s

3. Ray-Tracing Techniques

Controlling physical transparency 6m 13s

Tinting with transparency depth 3m 13s

Backlighting with thin-walled translucency 2m 34s

Subsurface scattering for physical translucency 3m 20s

Light emission from a surface 2m 42s

4. Building Shading Networks

Future-proofing material presets 6m 28s

Layering and masking with a composite map 6m 11s

Color adjustment with a color correction map 5m 56s

Preparing for baking 3m 21s

Applying ambient occlusion 3m 56s

Baking maps with Render to Texture 6m 15s

RGB curves adjustment with an output map 7m 11s

5. Advanced Mapping

Mapping a gradient ramp 6m 38s

Procedural mapping with a substance map 6m 12s

Simulating relief detail with a normal bump map 5m 12s

Deforming surfaces with a displacement map 5m 22s

Combining maps with an RGB multiply map 7m 31s

Conclusion Next steps 54s

00. Introduction 01 – Welcome 02 – Using the exercise files

01. 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 – Layout and select commands 08 – Understanding XREFs and materials

02. Hard Surface Materials 09 – Rendering the Physical Material in ART 10 – Balancing reflections with roughness 11 – Adjusting metalness and reflection color 12 – Using IOR to control reflectance 13 – Setting a custom reflectance function 14 – Stretching highlights with Anisotropy 15 – Understanding the bump channel 16 – Adding a clear coat

03. Ray-Tracing Techniques 17 – Controlling physical transparency 18 – Tinting with transparency depth 19 – Backlighting with thin-walled translucency 20 – Subsurface scattering for physical translucency 21 – Light emission from a surface

04. Building Shading Networks 22 – Future-proofing material presets 23 – Layering and masking with a composite map 24 – Color adjustment with a color correction map 25 – Preparing for baking 26 – Applying ambient occlusion 27 – Baking maps with Render to Texture 28 – RGB curves adjustment with an output map

05. Advanced Mapping 29 – Mapping a gradient ramp 30 – Procedural mapping with a substance map 31 – Simulating relief detail with a normal bump map 32 – Deforming surfaces with a displacement map 33 – Combining maps with an RGB multiply map

06. Conclusion 34 – Next steps

CONTENT (4).md Ex_Files_3dsMax_AdvMaterials.7z info (4).txt

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