Matching the Environment - Part 4 - Mental Ray Materials and Reflections

By
-
Login to Follow
-
Industry
  • Design Visualization
Subject
  • Shaders
  • 2014
  • Action
  • Lighting
  • Lighting and Rendering
  • Workflow
Products
  • 3ds Max
Skill Level
  • Beginner
Duration
5 min

Matching the Environment - Part 4 - Mental Ray Materials and Reflections

?This is Part 4 of the Matching Environment series. In this tutorial, you will leverage Mental Ray Arch and Design material.?

Notes

  • Recorded in: 3ds Max 2014
  • This tutorial is intended for use with 3ds Max version 2014 or higher.

Transcript

00:00:06 --> 00:00:09
Continue working on your file from the last movie.

00:00:10 --> 00:00:16
If you need to catch up, open the file named Env_materials.max.

00:00:18 --> 00:00:23
At this point, the mental ray-based lighting is in place but the render is still unconvincing.

00:00:23 --> 00:00:29
The problem mainly comes from the fact that the materials used are currently based on the Standard material.

00:00:30 --> 00:00:35
They do show a bit of reflection but it's actually a simulated reflection based on a bitmap.

00:00:36 --> 00:00:40
This means that an object nearby would not truly reflect on these surfaces.

00:00:41 --> 00:00:47
They also appear a bit washed-out although in certain circumstances, it could be worse.

00:00:47 --> 00:00:51
One such circumstance is when you omit to use Gamma Correction.

00:00:51 --> 00:00:58
In the Preferences dialog, under Gamma and LUT, always ensure Gamma Correction is enabled.

00:00:58 --> 00:01:02
This is an absolute must, at least when using mental ray.

00:01:02 --> 00:01:09
Screen monitors are always limited in their color-depth, certainly when compared to what your eye can perceive in real-life.

00:01:10 --> 00:01:20
When you work in 8-bit and set colors in the traditional 0~255 RGB range, results can be acceptable in certain situations but not in others.

00:01:21 --> 00:01:29
When it comes to using mental ray, always use Gamma Correction and materials that are mental ray-based, such as the Arch & Design material.

00:01:30 --> 00:01:38
When using a Standard material, color selection is based on 8-bit integers (0-255) values.

00:01:42 --> 00:01:53
When using a mental ray material, the Color selector shows a variant where normalized values range between 0.0 and 1.0 real-number values.

00:01:53 --> 00:02:03
Visually, the colors may appear the same in the material editor or even in the viewport but mr material outputs work in high dynamic range.

00:02:03 --> 00:02:07
This means they are much more accurate to your intents once you render the scene.

00:02:08 --> 00:02:14
To see this better, you will now replace the Standard materials with Arch & Design ones.

00:02:14 --> 00:02:19
If you added any materials to the material editor, delete them now.

00:02:25 --> 00:02:32
Right-click the View1 tab and create a new view, so you don't clutter the one you used already.

00:02:35 --> 00:02:43
In the new view, use Pick Material from Object and select the booth in the scene. Its material is now displayed.

00:02:44 --> 00:02:47
It's a multi-sub material that accounts for the different textures on the booth.

00:02:48 --> 00:02:53
Faces have been separated by material IDs and are mapped accordingly.

00:02:57 --> 00:03:03
Right now, you are mostly interested in IDs #2, 3 and 4.

00:03:05 --> 00:03:14
These respectively represent the red areas, the glass and the gray metal material at the top and bottom of the booth.

00:03:14 --> 00:03:19
These also happen to be reflective which is an important issue to address.

00:03:23 --> 00:03:29
Drag an Arch & Design material next to the red Standard material. Double-click it to see its properties.

00:03:29 --> 00:03:34
There are many properties but there's a template list that simplifies the process.

00:03:36 --> 00:03:41
Choose a Glossy finish for now. The material is gray by default.

00:03:41 --> 00:03:48
To make it the same red as what was originally intended, double-click the original red standard material node.

00:03:49 --> 00:03:53
With a right-click, copy its color information to the clipboard.

00:03:54 --> 00:03:58
Go back to the Arch & Design material and paste the info to the Diffuse color swatch.

00:03:59 --> 00:04:08
Even though the swatches appear to be the same color, the Arch & Design material will output it in HDR mode which is closer to what is intended.

00:04:10 --> 00:04:16
Next, wire the new material to replace the old, as Material ID #2.

00:04:23 --> 00:04:25
Render again.

00:04:29 --> 00:04:32
Here you will notice a thing or two:

00:04:32 --> 00:04:39
The color itself is certainly a more defined red but there is something that feels wrong about the reflections.

00:04:39 --> 00:04:43
At first, it looks like the red surfaces are reflecting the environment.

00:04:44 --> 00:04:49
A closer inspection shows that the material is almost transparent in a weird way.

00:04:50 --> 00:04:56
The material is actually reflecting the environment but it's doing it the wrong way.

00:04:56 --> 00:05:01
It's reflecting the environment from the camera point of view, in essence, duplicating the background.

00:05:02 --> 00:05:08
You need to break that relationship between the rendered background and the reflections on shiny materials.

00:05:08 --> 00:05:15
In order to understand that relationship or connection better, and how to overcome it, you will work on a simpler scene.

00:05:15 --> 00:05:18
Move on to the next movie to learn about that process.
Posted By
Tags
  • 3ds Max
  • Shaders
  • 2014
  • Action
  • Lighting
  • Lighting and Rendering
  • Workflow
0 Comments
To post a comment please login or register