From the course: V-Ray 3.0 for 3ds Max Essential Training
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Introduction to V-Ray specific materials
From the course: V-Ray 3.0 for 3ds Max Essential Training
Introduction to V-Ray specific materials
- When it comes to outputting high-quality images from a render engine, one of the things we very quickly need to recognize is that a lot of the power, a lot of the functionality, and a lot of the final quality comes from the materials and maps that have been written specifically for it. Now, whilst there seem to be changes on the way that will make cross-render engine materials a welcome reality, I can say without hesitation that at this moment in time, all of today's high-quality render engines, both biased and unbiased, would be nowhere near as appealing, nor convincing in their output were it not for the engine-specific materials and maps that they use. Of course, V-Ray is currently no exception in this regard. If I open up 3ds Max's Material Editor using the icon on the main toolbar, you can see that for the duration of this chapter, I am going to be working in the slate version of the Material Editor. If you, however, prefer to work in compact mode, that is fine, so long as you…
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Contents
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Introduction to V-Ray specific materials3m 21s
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Creating diffuse color5m 14s
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Making a clear glass material5m 39s
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Making colored and frosted glass4m 35s
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Making reflective materials4m 35s
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Blurring our reflections2m 43s
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Creating a translucency effect4m 45s
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Using VRmats6m 7s
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New ray-traced SSS shader3m 24s
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New simplified skin shader3m 46s
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V-Ray hair shader4m 31s
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