Page 819 - Kitab3DsMax
P. 819
Chapter 30: Using Specialized Material Types
and Autodesk’s Revit, so users can share materials between the two packages.
FIGURE 30.10
Ambient Occlusion lets you light the scene by controlling the ambient light that gets bounced around the scene.
Tip the Arch & Design materials. Another benefit to the ProMaterials is that they are included in both 3ds Max
Given that ProMaterials simulate real-world materials, they work best when they are used in a scene that includes
photometric lights. n
Using the Car Paint material
When cars are painted in the factory, the paint is composed of two layers that give the car its unique look.
The undercoat is called the flake layer, and it shines through the top layer. The mental ray Car Paint mate-
rial includes settings for defining both of these layers. Figure 30.11 shows a car painted with this material.
Combining bump and displacement maps
When mental ray is enabled, you can also take advantage of the Utility Bump and Displace Combiner mate-
rials. These materials let you combine up to three different bump or displacement maps into a single mate-
rial. Each map has its own multiplier that is used to set its intensity.
Using the Subsurface Scattering materials
The four mental ray materials that begin with “SSS” are Subsurface Scattering materials used to shade
human skin. Skin has an interesting property that allows it to become slightly translucent when it is placed
in front of a strong light source. The ears in particular are a good example of this because they allow light to
penetrate and highlight their features. Most organic objects including leaves, rubber, milk, and skin can
benefit from these materials.
771