Outdoor building performance 3dmax and vray common material parameter settings

Source: Internet
Author: User
I. Wood grain material adjustment method:
1. Adjust the texture of wood grain:
A. Use the over-color channel texture and add the concave-convex channel texture to make the wood grain feel blurred. The texture is more obvious. The intensity of the concave-convex channel is usually 30%.
B. the specular level of the material ball is usually 28-43% glossiness ~ In the range of 40%. The highlight intensity of the Matt paint can be low, and the highlight area can be high.
C. Adjust the texture of wood grain in the U, V, W, and W in the coordinates of the excessive color channel texture.
D. Adjust the self-shining value to 5% because of the light intensity. Light intensity is weak, but weak.
E. The size of the wood grain texture can be adjusted by uvwmap in the object, and the coordinate size is determined based on the actual area of the material, which can be exaggerated as appropriate.
F. In special cases, you can add ray tracing to reflect the paint gloss. Generally ~ 8% strength.

2. Texture selection of wood grain materials:
A. the texture image used by the wood texture over-color channel should be clear.
B. the brightness of the material image should be even. The change without light difference is the best.
C. The texture of a material image must be seamlessly processed. For example, it is not optimal to see the texture changes of the image without seamless processing (upper and lower sides.
3. Notes for using wood grain:
A. the luster of several commonly used wood grain is different. We should pay attention to it when using the material ball for material. Dark wood grain materials such as black walnut, Black Oak and other lines of the color difference is large, the texture is clear. Light-colored wood, such as eucalyptus, birch, and sand wood, is not clear with hidden lines,

Ii. Glass Material adjustment methods:
1. properties of glass:
A. Glass is a transparent entity, and there are many ways to express it in 3D. It is usually used to adjust the opacity of the material ball and the color of the material ball. Glass can be divided into blue glass, green glass, white glass (clear glass), and brown glass. Each type of glass has its own different transparency and reflective degree. The different thickness also affects the transparency and reflective degree of the glass.
B. natural light and lighting also affect the transparency and reflection of glass. The glass background has a great influence on the intensity of glass reflection. A dark background can make the glass look like a mirror. Pay attention to this when you make a picture.
C. the glass is thick, and the side of the glass is not very transparent due to the principle of refraction, so the edge of the glass is darker than the glass itself. We can use a surface texture in 3D to reflect it.
2. How to embody glass in 3D:
A. The transparency of glass materials is generally between 60 and 60 ~ 80.
B. The color must be dark,
C. In extended parameters, we need to adjust the first parameter of the first line, which is generally 50 ~ Between 75.
D. glass materials have a certain degree of reflection, so we need to add light tracing. 8% ~ 10% Add the Ray Tracing Effect to channel reftection.
E. The glass effect must be influenced by the light to achieve the desired effect.

Iii. Adjustment Methods for steel and metal materials:

1. Metal properties:
A. Metal Materials are highly reflective materials, which are one of the most influential materials by light. At the same time, its mirror effect is also very strong, and the high-precision polishing of metal and mirror effect is almost the same. We need to use ray tracing when doing this kind of material.
B. The highlights of the metallic materials are wonderful. Many environmental colors are incorporated into the high light, with good reflection and mirror effects. In the dark and dark, there is almost no effect on the light into the black, the metal is a great contrast.
C. The color of metal is only excessively colored, and is greatly influenced by the light.
2. How to adjust Metal Materials in 3D:
A. The metal material should be the multi-layer of the metal material to adjust the intensity of the highlight and the size of the highlight area. The highlight intensity is usually strong, and we usually adjust it to 108 ~ Between 355
B. Metal mirror adjustment, generally ranging from 50 ~ 80. Looking at the effect of light on the material, we are adjusting the intensity of the mirror effect.
C. when we make the effects of metal objects, we also need to pay attention to the detailed adjustment of the shape. When we make the metal, we need to make the reflective slots of the objects, the luster of the metal with a reflective slot changes.

Iv. Adjustment Methods for tiles, tiles, marble, and other stone resources of floor tiles:
1. Note the following when creating the floor tile:
A. The floor tiles are gray in the home decoration. We need to use a concave and convex texture to make gray seams. In Adobe Photoshop, we use black lines for the effect of seams, and in 3D we use the concave and convex texture channel to assign materials.
B. the brick has its own size. How can we accurately display the size of the brick is a problem we often encounter. We can use box in uvwmap to achieve this effect, we can zoom the box size to get the desired brick size. The advantage of this approach is that the size of the brick can be adjusted at will. The disadvantage is that the color pattern of the tile is unnatural and is often used for the performance of the brick with less obvious light-colored pattern.
C. There is also a way to use bricks with high texture requirements, such as antique bricks and marble with large textures. In Adobe Photoshop, we painted the texture material on a grid with gray seams on the ground. Used for texture pasters.
D. Seamless wall marble paste method is a little different, in Adobe Photoshop we put the material

5. Adjustment of materials for objects such as culture stone, layer rock, and pebbles:
1. Processing of Culture stone materials:
A. Culture Stone is a very irregular material with artificial and natural classification. It is often used as an artificial culture stone. It has distinctive colors, diverse shapes, light quality, and easy to install. It has a strong texture and is an ancient and modern decorative material, no more than 200 people use ~ In 300, this material was often used in modern bricks. In 3D, we mainly need to grasp the concave and convex effects of Culture stone. In Adobe Photoshop, we need to make the texture of Culture stone into a black-and-white texture map. Used in the 3D drop.
B. The pebbles also have the concave and convex characteristics of the Cultural stone, but their luster is very high, and their reflection is strong. This is the difference between the building and the cultural stone.

VR Adjustment Method: 1. Adjust reflection to increase 2 diffuse reflection to black
Sand gang Adjustment Method: 1. Adjust the reflectivity 2. Adjust the gloss

Mirror: 1 diffuse reflection changed to Black 2 reflection improved 3 completed
Paper: Convert the table to material to complete the material of the book.
Adjust the color liquid beverage method: 1 adjust reflection: open non-abuse 2: refraction hit the highest Refractive Index adjusted to 1.33 adjust the color in the smog Solution

Porcelain: Adjust the diffuse reflection to white. 2. Adjust the reflection to 50 percent. 3. Enable the non-abusive type. 3. Change it to multiple.
replace the carpet: adjust the diffuse map and drag it to the concave-convex channel. Then, run the VR replacement command to adjust the texture image.
General feed: 1. Adjust the rendering method starting with O. 2. Add a texture to the diffuse emission.
leather adjustment method: 1 adjust the color of the leather according to the needs 2 reflection all 44 3 gloss 0.85 turn on highlight manual adjustment to a relatively low value about 0.5 can be applied in the concave and convex texture channel a texture leather
plastic material adjustment: 1. Change the color as needed. 2. Increase the brightness by a bit. Set the gloss to 0.85. Reduce the intensity by a little.
glass: 1. Adjust glass reflectivity 2. Adjust the refraction to full transparency 3. Open the non-masochile 4. Adjust the glass color in the fog. 5. select the option to change the impact shadow.
frosted glass; 1. Adjust the reflection. 2. Adjust the refraction to fully transparent. Adjust the gloss of the refraction to 0.9.
common VR material parameters
White Wall: white-245 reflection 23 highlight 0.25 remove reflection [make him only highlight without reflection]
aluminum alloy: diffuse 124 reflection 86 highlight 0.7 gloss 0.75 reflection subdivision 25 BRDF [heterosexual] ward [Ward]
floor: put falloff [attenuation] In the reflection texture. In the attenuation type, it is Fresnel [Philippine ear]. The above color indicates that the brightness is closer to the camera. The brightness is 20. The saturation is 255. The tone is 151. it indicates that the brightness of a color that is far away from the camera is 60, the saturation is 102, and the refractive index of the 150 Fresnel [Philippine ear] parameter is 1.1 (the smaller the value of 20, the more severe the attenuation) highlight: 0.45 gloss: 0.45 reflection subdivision: 10 (not strong reflection subdivision does not need to give high) plus 10 plus texture for Concave and convex,
Fabric Material: add falloff [attenuation] To the diffuse map to set the texture to a color with a brightness of 255 below. The color is customized, in the reflection setting, set the reflection to 16 [remove trace reflection in the option] [make him only have the highlight without reflection] The reflection highlight gloss is 30.5 plus the concave and convex, and the others do not change the wood grain material diffuse reflection to add the wood grain texture, put falloff [attenuation] In the reflection texture. The attenuation type is Fresnel [Philippine ear], and the brightness value is 0. The brightness value is 230 blue, the attenuation intensity is 1.6 [Default]. The reflective gloss is 0.8 [highlight size]. The gloss is 0.85 [Fuzzy Value]. The subdivision height is 15 added with a concave and convex texture. The intensity is about 10.

Light stainless steel diffuse reflection is black [0] {enhanced contrast} reflection is light blue [brightness 198 tone 155 and 22] reflection highlight gloss is 0.8 [highlight size] gloss is 0.9 [Fuzzy Value] add the texture to the concave and convex points to do the drawing effect for 15 segments,

The diffuse reflection of the Matt stainless steel material is black [0] {contrast enhancement}. The reflection is light blue. The brightness is 205 tones, the brightness is 154, and the brightness is 16]. The gloss is 0.75 [highlight size] And the gloss is 0.83 [Fuzzy Value]. add a texture to the concave and convex points for the 30-bit drawing effect,

Put falloff [attenuation] in the leather material reflection texture. Fill Fresnel [Philippine ear] In the attenuation type with the concave and convex textures near, the brightness value is 0. The intensity is 5. The brightness value is 29. The intensity is 25, the attenuation intensity is 15. The reflection highlight gloss is 0.67. The [highlight size] the gloss is 0.71. The [blur value] The subdivision height is added to the 20 bumps. [The texture value is about 35].

The paint is light blue. [brightness 15. The brightness is 0.88. [highlight size] the gloss is 1. [blur value] segments 8.

The translucent material is reflected in [brightness] 50. The gloss is 0.8. [blur value] segments. 20 hooks affect shadow. Light blue for reflection [brightness] 11 for reflection the highlight gloss is 0.28 [highlight size] the gloss is 1 [blur value] segments 8 for removal of reflection [make him only highlight without reflection]

White plastic material, diffuse reflection, white [250], reflection, 185, check the photo, ears, reflection, high gloss, 0.63 [highlight size], gloss, 0.5 [Fuzzy Value], subdivided into 15 segments, and then in BRDF [heterosexual, the image is rotated to 85 at 0.4 for the opposite sex.

I. Stone Materials
Material Analysis: There are three kinds of Stone: Mirror, soft surface, and hidden surface.
1. Mirror Stone: smooth surface, reflection, and small highlight
Diffuse (diffuse reflection)-stone texture map
Reflect (reflection)-40
Hilight glossiness-0.9
Glossiness (gloss, smoothness)-1
Subdivs (subdivision)-9
2. The soft surface is smooth, blurred, and highlighted.
Diffuse (diffuse reflection)-stone texture map
Reflect (reflection)-40
Hilight glossiness-Disable
Glossiness (gloss, smoothness)-0.85
Subdivs (subdivision)-25
3. The plane surface is smooth, concave and convex, And the highlights are small.
Diffuse (diffuse reflection)-stone texture map
Reflect (reflection)-40
Hilight glossiness-Disable
Glossiness (gloss, smoothness)-1
Subdivs (subdivision)-9
Bump (concave and convex textures)-15% associated with Diffuse maps
4. Marble
Diffuse (diffuse reflection)-stone texture map
Reflect (reflection)-attenuation
Hilight glossiness-0.9
Glossiness (gloss, smoothness)-0.95
5. porcelain Materials
Superficial light surges with reflection and bright highlights
Diffuse (diffuse reflection)-porcelain texture (white porcelain 250)
Reflect (reflection)-attenuation (you can also set it to 133 directly. To enable freell, you can only set it to around 40)
Hilight glossiness-0.85
Glossiness (gloss, smoothness)-0.95 (reflection to 40 only changed here to 0.85)
Subdivs (subdivision)-15
Maximum depth-10
BRDF-WARD (can be changed to Pong if there is no attenuation)
Heterosexual: 0.5
The rotation value is 70,
Environment: output, output 3.0

Ii. fabric materials:
Material Analysis: commonly used materials are divided into three types: ordinary fabric, blanket, and silk. The main difference is that the material has different characteristics based on the surface roughness.
1. Normal fabric: the surface has a small roughness, a small reflection, and a velvet and a blurred surface.
Diffuse (diffuse reflection)-falloff [attenuation]. Near-Distance Attenuation means that the black color block is a cloth texture. Near-Distance Attenuation means that the white color block is set to custom material tones,
Reflect (reflection)-16
About hilight glossiness-0.3
Glossiness (gloss, smoothness)-1
Bump (concave-convex texture)-associated with the diffuse map, depending on the roughness
2. Blanket: the surface is rough, small reflection, and the surface has velvet and layering. There are several kinds of blanket material practices. One is similar to the fabric material, and the fabric material in archinteriors is like this, adjust the concave and convex Based on the roughness, and some map only in the concave and convex. Other parameters remain unchanged. Some are made using the VR hair plug-in. VR replacement textures are used to increase the texture of blanket hairs.
A. VR hair plug-in practices:
Vrayfur is a very simple Program The hair plug-in on. hair is only generated during rendering and cannot be observed in real time during scene processing. create a hair object and select any geometric object of 3dsmax. Be sure to add the number of grids and click vrayfur on the create panel. this is the source object in the current source object-the source object that needs to add hair
Length-hair length
Thickness-hair Thickness
Gravity-controls the intensity of pulling hair in the z direction
Bend-controls the curvature of the hair (Note: 1.49.03 has this parameter !)
Sides-currently this parameter is not adjustable. Hair is usually rendered as a polygon facing the tracing light. Normally, interpolation is used to create a smooth performance.
Knots-hair is rendered as several connected straight segments. This parameter controls the number of straight segments.
Flat Normals-when checked, the hair's normal will not change on the hair width. although not very accurate, this is very similar to other hair solutions. it also helps hair obfuscation to make the image sampling easier. if you deselect this check box, the surface normal will have different edges on the width and create a hair with a cylindrical shape.
Direction variation-this parameter adds some changes to the hair generated on the source object in the direction. Any value is valid. This parameter also depends on the proportion of the scene.
Length/thickness/gravity variation-increase the variation on the corresponding parameter. The value ranges from 0.0 (not changed) to 1.0 distribution-determines the density of the hair to overwrite the source object.
. Per face-specifies the number of hairs on each face of the source object. a specified number of hairs are generated on each face.
. Per area-the number of hairs on the given surface is based on the size of the surface. the smaller area has less hair and the larger area has more hair. each face has at least one hair.
Reference Frame-This indicates that the source object obtains the frame of the calculated surface size. The acquired data runs through the entire animation process, ensuring that the number of hair given to the surface remains unchanged in the animation.
. Placement-determines which surface of the source object generates hair
Entire object-generate hair on all faces
Selected faces-only selected faces (such as the meshselect modifier) generate hair
Material ID-generate hair w-coordinate by specifying only the surface of the Material ID. In general, all texture coordinates are obtained from the base object. however, the W coordinate can be modified to indicate the offset along the hair. the u and v coordinates are still obtained from the base object. channel-W coordinates will be modified.
Select an object to create a hair object. Select the hair Adjustment Parameters on the property panel.
B. VR carpet replacement
First, create a cut-angle rectangular box and set the chamfer. In the second step, add the carpet texture to the diffuse reflection instead of the concave and convex. However, the texture is returned to set the UVM coordinate Association, and the third step is to give the things considerate coordinates, pay attention to coordinate the coordinate height with the height of the angle cube. Add VR replacement in Step 4, associate the concave and convex textures, and adjust the quantity.
3. Silk: both metallic luster and smooth surface with Fabric Characteristics
Diffuse (diffuse reflection)-falloff [attenuation]. Near-Distance Attenuation means that the black color block is a cloth texture. Near-Distance Attenuation means that the white color block is set to custom material tones,
Reflect (reflection)-17
Hilight glossiness-0.77
Glossiness (gloss, smoothness)-0.85
Bump (concave-convex texture)-associated with the diffuse map, depending on the roughness

1. Bright WOOD: diffuse: texture reflection: 35 gray highlights: 0.8
Matt WOOD: diffuse: texture reflection: 35 gray highlights: 0.8 gloss (blur): 0.85
2. Mirror stainless steel: diffuse: Black reflection: 255 gray
Matte stainless steel: diffuse: Black reflection: 200 gray luster (Fuzzy): 0.8
Brushed stainless steel: diffuse: Black reflection: attenuation texture (black part texture) gloss (blur): 0.8
3. Pottery: diffuse: white reflection: 255 fresh
4. subplane Stone: diffuse: texture reflection: 100 gray highlight: 0.5 gloss (blur): 0.85 concave and convex texture
5. Polishing tile: diffuse: Tile texture reflection: 255 highlight: 0.8 gloss (blur): 0.98 fresh
Ordinary floor tile: diffuse: Tile texture reflection: 255 highlight: 0.8 gloss (blur): 0.9 fresh
6. Wood Floor: diffuse: Tile texture reflection: 70 gloss (blur): 0.9 concave and convex texture
7. clear glass: diffuse: Gray reflection: 255 refraction 255 refractive index 1.5
Frosted Glass: diffuse: Gray reflection: 255 highlights: 0.8 gloss (blur): 0.9 refraction 255 gloss (blur): 0.9 Optical Refractive Index 1.5
8. Normal fabric: diffuse: texture concave and convex textures
Velvet: diffuse: attenuation texture placement
9. Leather: diffuse: texture reflection: 50 highlights: 0.6 gloss (blur): 0.8 concave and convex textures
10. Water Material: diffuse: white reflection: 255 refraction: 255 refractive index: 1.33 smoke color light blue concave and convex texture: bath Wave
11. screen window: diffuse: Color Refraction: Gray texture Refractive Index 1 received gi: 2

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