3ds Max: Advanced Materials
MP4 | Video: 720p | Duration: 2:34:57 | English | Subtitles: VTT | 561.0 MB

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 workflowManaging XREFs and materialsLaying out a scene for material testingUsing the Physical MaterialControlling highlights with RoughnessDirecting reflections and refractionsSimulating translucency and scatteringBuilding a shading networkCombining and color correcting mapsBaking maps such as ambient occlusionProcedural mapping with SubstanceUsing relief maps: bump, normal, and displacement

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