ATC Tutorials
 

Autodesk 3ds Max 9 3D animation software uses the latest technology advancements, such as 64-bit workstations, enabling you work with more complex scenes and create stunning 3D.

Create a brush steel using procedural map

by Joshua

We will take a look of how to create a brush steel using procedural map.
Here is the result. We will create the brushed effect using stretched Noise Map in the Bump channel to create the non-circular specular highlight.


Instead of using the Metal shader, we will use the Blinn shader for metal. It is because the Metal shader in Max is a simplified shader that offer less control on the specular highlight. Set the Specular Level between 200-300, and Glossiness to about 10.

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Here is the result .

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Assign a Noise map to the Bump channel and set the X and Z Tiling to 0.01, and Size of the Noise to 0.05. Notice that these values are going to apply to an object with a size of around 20. If you have an object with much bigger or smaller size, you may need to adjust these values.


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Set the Bump amount to 10.

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Here is the result .


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You may need to apply a UVW Map modifier to the objects in order to see the map correctly.


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To further control the specular hightlight, copy the Noise map from the Bump channel to the Specular Level channel .

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Modify the Color #1 in the Noise Map of the Specular Level channel. Change the black color to a grey one to obtain a higher value of specular level in some areas.


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Here is the result.




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Assign a Raytrace map to the Reflection channel, and set the amount to 10-20.




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In the Raytrace Map level, under Attenuation, set the Falloff Type to Exponential to create the effect of distance-fade-out-reflection.



Under the Basic Material Extensions, click on the None button of Reflectivity/Opacity...

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Assign a Falloff map to it and swap the Colors. This will make the object reflection to be weaker on the sides of it.

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Change the Mix Curve to control the falloff.


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Here is the result.

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Set the Bump Map Effect to around 3.5 to create a blurred reflection effect.


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Here is the result.


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Assign a Falloff map to the Diffuse channel and set the Front Color to Grey and Side Color to Bluish-Grey.

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Here is the result.


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The final Material Tree.





3ds Max2008 - mr Sky Portal
3ds Max 9 - Reset 3dsmax.ini
3ds Max 9 - Parti_Volume Shader
3ds Max 9 - MR Arch & Design Material
3ds Max 9 - ProBoolean
Create a brush steel using procedural map
Wireframe overlay rendering
Hidden Line Display mode / Bitmap Proxies
Use of ProCutter
Mental Ray Improvement

 
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