Autodesk 3ds Max Advanced Materials

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基于物理的渲染 (PBR) 模拟光在现实世界中的工作方式。与传统的 3D 渲染相比,它以更少的努力实现了更高的真实感。本课程针对 3ds Max 2019 进行了更新,重点介绍 PBR 着色技术。物理材质模拟石材、玻璃和金属等表面。讲师 Aaron F. Ross 还着眼于构建着色网络,以及以有趣的方式组合和调整地图。诸如 Substance 之类的程序贴图值得特别关注,您还将看到如何将它们烘焙到位图文件以实现跨应用程序和渲染器兼容性。到课程结束时,您将在 3ds Max 中的高级着色工作流程方面打下坚实的基础。

在本课程中,我们将学习基于物理的渲染或 PBR 的着色技术。与前几代渲染算法相比,PBR 着色模型为我们提供了更大的真实感,更省力。在本课程中,我们将深入探索 3ds Max 物理材质,并了解获得逼真的照片效果是多么容易。我们将关注的另一个领域是构建复杂的着色网络。组合和处理纹理贴图可以让我们获得更多有趣的材质。我们将充分利用程序贴图,例如物质,并将纹理渲染到图像文件以与其他程序兼容。这些是我设计的本课程中的一些主题,旨在为您在 3ds Max 中的高级材料方面打下坚实的基础。

您将学到什么

简化材质编辑器工作流程
管理资产
使用外部参照引用材质
渲染物理材质
使用粗糙度控制高光定向
反射和折射
模拟半透明和散射
构建着色网络
组合和颜色校正贴图
烘焙贴图与渲染到纹理
程序贴图
使用浮雕贴图:凹凸、法线和位移

Genre: eLearning | MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 1.72 GB | Duration: 2h 37m

Learn how to use materials in 3ds max thoroughly! Bonus at the End!


What you’ll learn
Streamlining material editor workflow
Managing assets
Referencing materials with XRefs
Rendering 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 with Render to Texture
Procedural mapping
Using relief maps: bump, normal, and displacement

Description
Course details

Physically-based rendering (PBR) simulates the way light works in the real world. It achieves greater realism with less effort than traditional 3D rendering. This course is updated for 3ds Max 2019, and focuses on PBR shading techniques. The Physical Material simulates surfaces such as stone, glass, and metal. Instructor Aaron F. Ross also looks at building shading networks, and combining and adjusting maps in interesting ways. Procedural maps such as Substance deserve special attention, and you’ll also see how to bake them out to bitmap files for cross-application and renderer compatibility. By the end of the course, you’ll have a firm foundation in advanced shading workflows in 3ds Max.

In this course we’re going to learn about shading techniques for physically based rendering or PBR. Compared to previous generations of rendering algorithms, the PBR shading model gives us greater realism with less effort. In this course, we’ll explore the 3ds Max physical material in depth and see how easy it is to get photo realistic results. Another area we’ll focus on is building complex shading networks. Combining and processing texture maps allows us to achieve more interesting materials. We’ll get the most out of procedural maps, such as substance, and render textures out to image files for compatibility with other programs. Those are some of the topics in this course that I’ve designed to give you a firm foundation in advanced materials in 3ds Max.

Who this course is for:
Intermediate Autodesk 3ds Max Users

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