3ds Max Materials and Mapping Shading with the Physical Material

Okay, well for this one, of course, we do want a metalness of one. And if we want it to be a little bit more polished than it was instead of the roughness of point two, I’ll give it a roughness of point one. And now it’s gonna be a bit more chromic. There are many other interesting parameters in the physical material. We won’t be able to cover them all, but I wanna mention one other important thing is that by default you can’t control the intensity of highlights or reflections. If you need more control over the highlights you can go into a mode in which you’re able to produce non-physical effects. And that’s up here, the material mode. Switch that over to advanced. And now you see there is a reflection section that wasn’t there before. And now there are two roughness parameters. The roughness that was up here at the top has now moved down here into the reflections. And I can see that because it has a roughness value of 0.1, which was the value I previously entered in up here. This is the roughness for the purposes of reflections. And this is an additional layer of roughness that you can use to produce, for example, terracotta type effects. Once you’ve enabled advanced mode we have the ability here to attenuate the reflections or to give the reflections a different color than the base and so on. That’s a very simple introduction to the physical material. Again, it works really best with ART or other modern renderers. We’ll look at ART a bit more in the following chapter. And that finishes our chapter on materials and mapping

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