White means total reflection (such mirror) and black indicate the absence of reflection. By clicking on colour beside reflect, we can define the amount of reflect. For that, double click on the material, and then on the right Tab we will have the material controls. The first step is add a bit of reflect to this material. To simulate this material effect we need to create a map that will define areas where the bright will be more intense and areas where will be opaque. This absorption can be avoid using sealers that will uniform the porous of the wood. Most of woods has porous areas (normally on the lighter veins), and this areas almost always absorb a large quantity of varnish than the dense areas, resulting in less bright areas. The wood veins normally react in different ways when varnish is applied, resulting with a non-uniform varnish brightness. The basic structure will be like this:įor this sample we will use the value Color #1 R 45 - G 33 - B 22 Color #2 R 88 - G 57 - B 45 Now, just like we did before, connect the node of the bitmap into the node of the Mix Amount.
MAXWELL RENDER SKETCHUP 2015 4SHARED WINDOWS
When the Windows browser open, find the wood 01 edited.jpg file, select him and then click open. To bring this map to this channel go to Material/Map Browser, find the Tab Maps and inside find the standard and then Bitmap. The map that we made on Photoshop should be applied into Mix Amount channel. The Mix map contain 3 channels: Colour 1, Colour 2 and Mix amount. To apply the Mix map into the diffuse simply connect the node of the Mix map into de node of the diffuse Vray Mtl. Drag and drop to the view1 beside the VRayMtl created before. For that, on the Material/Map Browser and on Maps > Standard Tab, find the Mix map. Now we need to attach a mix map into the diffuse. On the left corner on Material/Map Browser, drag and drop the VRayMtl to the Material Editor This area has the name View1 (top right corner). To begin the composition open the material editor clicking on Rendering>Material Editor>Slate Material Editor. If you did not see the part 1, take a look hereĢ - Composing the diffuse colour mapThis sample was made into 3Ds Max 2011 utilizing the material Slate editor because is much easier to control, but can be executed in previous versions of 3Ds Max that don't have this tool.
MAXWELL RENDER SKETCHUP 2015 4SHARED HOW TO
In this tutorial CG Artist from Brasil: Ramon Zancanaro will show us how to create a realistic wood material which can be use for several objects on scene such floors and furniture.