Join Aaron F. Ross for an in-depth discussion in this video Backlighting with thin-walled translucency, part of 3ds Max: Advanced Materials.
- [Instructor] To achieve the effect of light bouncing inside an object, we can apply translucency or subsurface scattering. Once again in the physical material, these are considered to be the same thing. I've got a simple scene set up here with a card, that is lit from behind. Here's the camera, and then we've got a light shining from behind the object, and then, there's also a polyhedral object here, which will cast a shadow on our translucent card.
With focus on the physical camera view port, let's go ahead and do an active shade render. Here's the baseline render with an ideal diffuse material assigned. Open up the Material Editor, and create a new Physical Material, just drag it over into the view. And assign it to the card, drag over, and double click it to select it. Let's give it a roughness of 0.9, and also, let's increase the base color, set that up to the maximum of one.
And essentially, we're back at an ideal diffuse material, once again. Now we can play around with the translucency, which is found down here in Sub-Surface Scattering. For an infinitely thin piece of geometry, like this polygon plane, we'll want to enable the Thin-walled option, that will produce simple translucency. Select Thin-walled, and now some of these other parameters get grayed out, and all we really need to think about now is the translucency amount, and the color.
Let's set translucency to a value of 0.2. And immediately, we start to see a back lighting effect on that card. We can, of course, change the translucency color, or even assign a map, I'll just go ahead and click here to change the color, give it a bit of an orange, with a little bit of saturation, and now we've got a cream or velum color to the translucent back lighting, whereas the standard diffuse shading, the base color is still appear white.
And we're seeing more of a hue contrast here, between the shadow and the light areas. Alright, that's how to use simple translucency with thin-walled transparency in the physical material.
- 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