From the course: V-Ray Next for 3ds Max Essential Training
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Metal/rough workflow - 3ds Max Tutorial
From the course: V-Ray Next for 3ds Max Essential Training
Metal/rough workflow
- [Instructor] Although V-Ray Next is perfectly capable of rendering in a metal/rough workflow by making use of 3ds Max's native physical material, the truth is that many artists prefer to stick at working with what they know best which typically speaking for V-Ray users is going to be the V-Ray material. The good news for such artists then is that they can now make use of a metal/rough workflow whilst using the V-Ray material if that is something that they would prefer to do. To demonstrate the basics of how this works we're going to use the metal/rough outputs from a simple metal material created in Substance Designer and plug them into a V-Ray material in Max in order to recreate what we had in Substance Designer. The first thing that we will want to do then is open up the Material Editor and in the Metal tab drop a new V-Ray material onto the canvas. Let's apply that to both parts of our Shader Ball object. And also drop a new Bitmap node onto the canvas as well, adding the base…
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Contents
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Adaptive Dome Light setting2m 22s
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(Locked)
Metal/rough workflow3m 55s
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(Locked)
Rendering in the cloud (beta)3m 11s
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(Locked)
Switch material2m 52s
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(Locked)
NVIDIA AI Denoiser and render element specific denoising4m 19s
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(Locked)
New hair material (update 1 Glint and Glitter)3m 51s
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(Locked)
Lighting Analysis tool3m 24s
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(Locked)
V-Ray plugin material and texture3m 19s
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Drag-and-drop V-Ray assets1m 37s
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(Locked)
Point-and-shoot camera tools4m 36s
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(Locked)
Update 1: Viewport IPR3m 21s
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(Locked)
Update 1: GPU improvements (bucket, dispersion, and faster fog)4m 38s
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