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![]() 3ds Max- Advanced Materials with Aaron F. Ross Intermediate | 2h 35m | 566 MB | Project Files | Software used: 3ds Max 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 focuses on PBR shading techniques in 3ds Max, using the Physical Material to achieve photorealistic surfaces such as stone, glass, and metal. Author Aaron F. Ross also looks at building shading networks, and combining and adjusting maps in interesting ways. Procedural maps such as ambient occlusion and 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. Topics include: Streamlining material editor workflow Managing XREFs and materials Laying out a scene for material testing Using 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 such as ambient occlusion Procedural mapping with Substance Using relief maps: bump, normal, and displacement DOWNLOAD (Buy premium account for maximum speed and resuming ability) Code:
http://nitroflare.com/view/43301588972B78A/aolgy.3ds.M.A.M.w.A.F.R.rar http://rapidgator.net/file/aac86643fe97a2a11e8cc90fbeafd771/aolgy.3ds.M.A.M.w.A.F.R.rar http://uploaded.net/file/w9dwco0e/aolgy.3ds.M.A.M.w.A.F.R.rar |
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