Join Brian Bradley for an in-depth discussion in this video Building your material, part of 3ds Max: Substance to V-Ray.
- [Instructor] So we have the Bitmap2Material node…set up inside the 3Ds Max material editor.…We have hooked this up to a standard material…that has been applied to the ground geometry,…and we have a render of the resulting scene…auto-saved into our history list.…Now, if your renders aren't set…to auto-save to history as mine are,…then you can just open up the history settings dialogue…on the V-Ray Frame before window…and make sure that everything is set up…in the way that you see here.…Mine is the directory option, of course,…which can be whatever you want.…
What we can do now then is use…some of the huge number of controls…that Bitmap2Material gives to us…in order to try and make…our somewhat painful looking ground material…look at least a little bit better than it currently does,…with our first order of business…being to sort out the diffuse, or color component.…To that end, let's open up the material editor,…double-click on the standard material in the ground tabs…so as to load it's parameters into the edit panel,…
- What are substances and why should we use them?
- Choosing your substance workflow mode
- Using Bitmap2Material inside 3ds Max
- Loading the Bitmap2Material node into 3ds Max
- Building your material
- Working with substances from Substance Designer
- Working with maps from Substance Designer
- Exporting the map types
- Exporting maps from Substance Painter
Skill Level Intermediate
3ds Max 2017 Essential Trainingwith Aaron F. Ross9h 50m Intermediate
3ds Max 2017: Advanced Lightingwith Aaron F. Ross2h 52m Advanced
1. Overview of Substance Based Tools
The substance toolset4m 9s
2. Using Bitmap2Material inside 3ds Max
3. Working with Substances from Substance Designer
4. Working with Maps from Substance Designer
5. Exporting Maps from Substance Painter
What's next?1m 33s
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