Mental Ray Materials 3ds Max Free Download
This tutorial is continued from Mental Ray Lights and Camera. Cheque information technology out for details on lights and camera setup. Ringlet to the bottom for the other tutorials in this series.
Applying and rendering Mental Ray Materials for 3ds Max is piece of cake once yous finish reading this tutorial. You will learn the fundamentals of Mental Ray and Standard Materials that y'all can apply on your models.
Retrieve, you have to tweak the light settings, how many lights, and position of lights in the scene. Also consider the blazon of model for the scene, and the types of materials in the 3ds Max material library you are using, and how information technology looks rendered in Mental Ray.
So every model volition need tweaking like this and a lot of renders to see how things await. Use Draft settings when rendering in 3ds max to exam how things are going to expect. (Loftier Precision Rendering can have a long time depending on your reckoner speed).
Picket the video
3ds Max tutorial on Rendering in Mental Ray with Materials
Ready Renderer to Mental Ray
In 3ds Max, modify the renderer to Mental Ray. From the menu, go to Rendering / Return Setup. In the dialog box, go downwards to Assign Renderer, and change it to NVIDIA Mental Ray.
Setup the 3ds Max Scene
For the rendering of this model, I congenital a elementary enclosed environs with grayness walls & ceiling, and a bitmap cobblestone texture for the floor. The lite reflects well off the walls and ceiling, as well as the textured floor, which reflects off the side of the model when rendered.
Environs
The environment has Standard materials for the walls, and ceiling. The floor has a texture practical to it. Take notation that in Mental Ray, the lights reflect off all the environs within the enclosure, and then bounce off the model to requite shine and in the case of the bitmap material on the floor, the texture reflection shows on the side of the model when rendered. Below is a close up of bitmap texture for the flooring.
This is a draft rendering of the model in Mental Ray earlier materials applied and then subsequently.
Objects / Elements of Objects
In 3ds Max, you can utilise materials to objects and their Elements. Some sub objects can be merely one chemical element while others will have multiple elements. The bumper is an example. Materials can exist applied to Elements below the Editable Poly mode, such as the lights.
To utilise materials, select the element, and then "drag and drib" the materials onto that element or "group of selected elements". If you drag and drib a material onto the object that has divide Elements, that cloth will be applied to all elements. So exist conscientious hither when dealing with an object with separate elements.
In this example, we demand this setup because the bumper and lights are turbo-smoothed together.
Note: Otherwise try and go along sub objects of your model to have only ane material.
Fabric Editor
The Material Editor is where we organize our materials in the slots provided.
Hither is what the slate textile view looks similar for the environs. Information technology's up to you to use Textile slots or the newer slate system.
How to Create Materials in 3ds Max
Standard Materials
I use Standard and Mental Ray materials for this model. Let's get-go with creating a unproblematic Standard material. I employ Standard materials for the tire, lights, front grill, wipers, etc, because these objects simply need simple materials. Open the the Cloth Editor. Select a empty slot (greyness), and permit us create an orange material for the turning lights. All I am going to do hither is change the Diffuse to orange, and increment the Specular and Glossiness levels as shown below.
Mental Ray Materials
Open the Material Editor. On an empty slot, click Standard, then in the Fabric Browser, scroll down to the Mental Ray rollout.
Curlicue down some more than to see the Car Paint material. This is for the torso of the model. Click any material you lot want, and the material slot changes colour, and you have a lot of settings to experiment with, but I normally only modify one or ii parameters, like with the car paint material below.
In the Cloth Browser window, if you ringlet down some more, you will come across the Autodesk Material Library, which will besides piece of work in Mental Ray renders. So you see you take a lot of choices for whatever material you demand for your models.
How to Apply Materials in 3ds Max
On your model, select the sub-object, and if it has Elements in it, select the Element sub-style nether Editable Poly. At present y'all but have to become to the material slot and "drag and drop" onto the sub-object or it's Elements to apply the material. This is all washed in a viewport.
Note that Standard materials always show in the viewports, while Mental Ray materials are shown when yous render an epitome of the model. Sentry the video if yous have any problems here. Beneath is the before and subsequently applying and rendering with the paint cloth on the body (medium Precision settings).
***Remember that y'all have to experiment with calorie-free settings, unlike materials and their parameter settings until the rendered image of your model looks good.
Finish Applying the Materials
Ok let's terminate applying the materials for the front and back of the model. (After the materials are applied, the sub-objects are TurboSmoothed). The front lights accept a plain Standard white textile. There is a Mental Ray plastic / vinyl for the front end headlights grill and a Standard colour blackness for the inner grill mesh. The bumper has an Autodesk Metal Chrome. The lights are Standard colors.
On the back of the model, same chrome for the bumper. The metal grill for the lights is an aluminum mental ray cloth. The lights are all Standard colors. (Both images below are rendered at medium precision)
Now for the windows. First, I colored the interior with a Standard blackness material. The windows used an Autodesk Solid Drinking glass material with the settings below. This gives the illusion of dark tinted glass, with a bit of transparency every bit shown below.
Utilise an Autodesk Metal Chrome material to the door handle and gas lid, and put the aforementioned body material on the front of the side mirrors. Once more with the wipers, Standard dark greyness.
All we take left are to apply materials to the tires and cycle hub. The tire uses the simple Standard Grey material, and the hub uses the Mental Ray Chrome material. (Also there is a glass material for the door side mirror, and some chrome trimming).
Group or assemble sub-objects of model / lights and camera
Earlier ending this 3ds Max tutorial I volition talk a scrap nearly Grouping objects / sub-objects. It'due south useful to group or assemble sub-objects of a model, or the lights & cameras, to make things more manageable (less clutter). Select all the objects y'all desire to group together and so on the carte, go to Group / Group… or Group / Assembly / Assemble. Try one or the other. If you have dozens (or hundreds) of items in your scene, you have to group them at some point. You tin Ungroup a Grouping of items, or Open an assembly to get access to individual objects in the scene.
Beneath you see the 3ds max scene for rendering the model with Mental Ray. The environment has iii items; floor, walls, and a ceiling. They are all in a Group, so if I have to motion or hibernate them, they get together as one object. The camera and four lights are Grouped together. The Car is in an Associates. So I can Open it to become access to all parts, then Shut it, then I can move or rotate it as 1 object.
On the tool bar, go to Select Past Name . There is only iii items listed. By not using Group or Get together, I would have over fifty items. Besides many to manage.
With the Group closed, you can Rotate the model 180 degrees in the Summit viewport. If you take a Camera view already setup, make sure you fix the Pivot of your model to the middle like y'all encounter below.
Then y'all tin can make a render for both front & rear views as you see below (in Draft resolution). The right motion-picture show has been rotated 180.
Other 3ds Max tutorials in this serial:
Motorcar Modeling | Lights & Camera | 3ds Max Tire | Clay Render
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