AuthorAaron F. Ross
Skill Level Intermediate
- [Instructor] In previous movies we saw how to employ fluid data channels for shading, we also saw how to combine those data channels. If you don't remember all of that you might want to go back and look at some of the previous movies in the series starting from the one labeled Understanding Fluid Data Channels. And now finally I want to show you how to use a layer shader in order to apply more than one material onto the fluid for greatest flexibility in art direction and of course to mask one material from another using fluid data channel. I've got a simple animation here of a tumbler of soda, and if I press the play button we can see that play back because I've got the simulation view loaded up and we've got a cache already in place. I'm packed on frame 30 of the simulation and I want to select the fluid icon and I'm going to do an active shade rendering to see what this looks like before we do any layering. In this version of the scene I'm using a fluid data channel combination in order to modulate the transparency only of a single material. Now we're going to use multiple materials or our greatest degree of artistic freedom. Let's open up the material editor and I've got the soda material and I've also got a fizzy material. And this is the one that's currently assigned in. As I mentioned its transparency is being modulated or adjusted by this network of data channels that we did in a previous movie. First thing I want to do here is to disconnect this transparency map because I'm going to use the soda material on its own without a transparency map. I'll click on that wire and press the delete key on the keyboard in the active shade window. We no longer see any of the base color of this soda physical material because it's fully transparent now. Just to make the graph a little bit easier to read, I'm going to make these nodes smaller, I'll just drag a rectangle to select those two nodes and then right-click on one of them and choose hide unused node slots. That'll just minimize those nodes. Now, we're going to create an Arnold node which is a layer shader. Right-click and choose materials, Arnold, surface, layer shader, double-click that and rename it soda layers. To make the connections we'll connect the transparent soda material to input one and the opaque busy material to input two. We want to mask off part of the input two, we want to connect to this mix two input here, also shown here. Well, we need to invert it first. We're taking the lower of two values here and now we're to find for a transparency map, but we need to actually find the complement of that and plug it into this mix two input. So let's do that and we'll click on this min node, drag out and release the mouse and choose maps, Arnold, math, complement. And then double-click on that and rename it, we'll call it min invert. And connect that to the mix two input on that layer shader and what this is doing is it's masking off part of this layer two or input two. So we constructed our shading network. Once we've done all that then it's safe to actually assign it to the object. Just due to a quack in 3ds Max in the current version of Arnold, if we have the material assignment already made before we make these connections then we may see some strange results. So now we can go ahead and make that assignment. I do have the fluid object selected in my scene. I'll select the soda layers node, and then click assign material to selection. And when at the shade updates, we don't see any change here, and this is due to an unfortunate situation with fluids, and it may be a bug or it may be poor design choice. But what's happening here is whatever is going into input one on the layer shader is being piped to material ID one on the object and whatever is connected to input two is going to material ID two. And for fluids material ID one is the surface of the fluid and material ID two is form particles. And that's really kind of problematic. We don't want a compositing node like this one to have anything to do with material ID assignments. That is the case currently. However, there is a work around, all we need to do is just reassign the output here to material ID one. So let's do that. We'll drag out from the output of the layer shader and choose materials, general, multi/sub-object, then we need to choose which input we're going to connect to and that's going to be input one. And we can double-click on that multi/sub-object and rename it soda multi. Then finally assign it to the selected fluid object. It's currently selected in the graph and we can click on Assign material to selection. And now once the active shade updates, we see the desired results which is that we have two shaders and we've got the fizzy shader superimposed over the soda shader. So now we have the full range of possibilities with these two materials or shaders, I can go and double-click on that fizzy physical material and for example do something strange like change the base color. Click on that and maybe give it a really saturated blue and that's kind of a weird science fiction effect but just to illustrate that we have that ability now, or even better we can do something like use subsurface scattering instead of the base color. We can turn the base color weight to amount down to zero, turn the subsurface scattering amount to up to one, and now we're getting a more realistic effect from the bubbles. We can brighten that up even further by changing the scatter color here. Click on that, and bring that all the way down to black or value zero. And it will take a little bit longer to render but it will give us a more realistic effect for bubbles or form. That is the set up for layering shaders for fluid in order to assign different materials based upon fluid data channels.
3ds Max 2017: Advanced Lightingwith Aaron F. Ross2h 52m Advanced
3ds Max 2017: Advanced Materialswith Aaron F. Ross2h 34m Intermediate
3ds Max 2019 Essential Trainingwith Aaron F. Ross10h 39m Intermediate
New This Week
Layering materials of Fluids6m 51s
3ds Max: Tips and Tricks
- Mark as unwatched
- Mark all as unwatched
Are you sure you want to mark all the videos in this course as unwatched?
This will not affect your course history, your reports, or your certificates of completion for this course.Cancel
Take notes with your new membership!
Type in the entry box, then click Enter to save your note.
1:30Press on any video thumbnail to jump immediately to the timecode shown.
Notes are saved with you account but can also be exported as plain text, MS Word, PDF, Google Doc, or Evernote.