Join Brian Bradley for an in-depth discussion in this video The Car Paint shader: Part two, part of Learning mental ray in 3ds Max.
…Having already seen how a number of options on the car paint material work,…let's continue our examination of it by taking a look at…how we can add blurred reflection effects to it.…We have already noted that the true reflection controls on the material…work in a manner almost identical to those found on the A&D material using edge and…facing controls.…The reflection glossiness options, however, work a little differently.…For a start,…the user interface statement here is somewhat unhelpful in that it states…a value of zero in the glossy reflection samples parameter is equal to not glossy.…
However, if I just set the spread option to 0.1, you can see in…our preview that a samples value of zero gives us the opposite of what it…pays to be stated here, in that our reflections are still completely glossy or…polished as one dictionary defines glossy.…Setting reflection samples to something like eight,…however, does indeed give us diffused or non-glossy reflections in the material.…In fact, let's take a render at this point 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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