Join Brian Bradley for an in-depth discussion in this video Arch & Design: Blurring reflections, part of Learning mental ray in 3ds Max.
…We have already in this chapter seen how we can go about creating a highly…reflective chrome-like material.…We did say though, if you recall, that we would return to it in order to…add a little more visual interest to the reflections.…What we want to do in this video then is explore a couple of options that…are open to us for creating somewhat blurry or distorted reflections.…The quickest way to do this in the A&D material is to…simply lower the glossiness value.…This causes the material to emulate the effect of light scattering in lots of…directions as it is reflected from a surface.…
In fact, if I go ahead and drop the glossiness control from the value of 1 to…0.5, the difference this makes is pretty obvious, as seen in our preview window.…Now, whilst that change does introduce a little bit of a different look to our…reflections, they aren't really different enough to be terribly interesting.…These are, after all, just blurred or scattered reflections.…Let's instead then build some additional elements into our material and…
- Setting mental ray as the render engine
- Working with ActiveShade mode
- Using Nvidia's imf_display tool
- Creating a daylight system
- Controlling the mental ray sun and sky
- Using Final Gather and photons, both individually and together
- Working with diffuse, reflective, translucent, and other materials
- Controlling render quality with image sampling
- Working with displacement mapping
- Using proxies
Skill Level Intermediate
MassFX and 3ds Max: Creating Simulations (2013)with Brian Bradley3h 52m Intermediate
Learning CAT Rigging Tools in 3ds Maxwith Joel Bradley2h 33m Intermediate
3ds Max 2015 Essential Trainingwith Aaron F. Ross10h 43m Beginner
1. mental ray Workflow
2. Lighting Tools
3. Global Illumination (GI)
4. mental ray Materials
5. Quality Control with Image Sampling
6. Render FX Tools
What's next?2m 5s
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