Friday 5 June 2015

3ds max tutorial -Learn standard material-Shader property



INTRODUCTION - 
DIFFERENT TYPES OF MATERIAL           SHADER IN 3D STUDIO MAX





Hi friends,

This tutorial give you a chance to make some simple material and apply them to object in your precious scene in 3d studio max for high quality render. This is The very simple, easy and default material type.

WHY USING THE STANDARD MATERIAL AND SHADER

Standard material are the default material type in 3d  studio max. it has ambient, diffuse,  specular, and filter color swatches. shaders material is such preset type material which can give some original material effect easily.

standard material have parameters for controlling glossiness, highlights, self illuminating, opacity, . they also include many other parameters in different roll out. they save us much time in preparing your scene.

3d studio max include several different shader ( shown in image).


(MATERIAL SHADER LIST)
HOW USE MATERIAL SHADER

These shader are all available in a drop down list in the shader basic parameters roll out at the top of the parameters editor panel in the slate material editor. The slate material editor is opened using also the rendering >material editor>slate material editor menu command or the hit M key.each shader type display different option and parameters in its respective basic parameter roll out.other available shader include anisotropic, metal, multi-layer, oren-nayar-blinn, phong,strauss and translucent shader.

ANISOTROPIC SHADER 

Most of the parameters for this shader are the same like blinn shader. but some parameters of this shader are different. the diffuse level value decide how bright the diffuse color appears. this is the similar like self illumination. but it does not affect the specular highlights or the shadow of course. value can range from the 0 to 400

compared with the blinn shader, the specular highlight graphs looks very different. That is because at displays two highlights components that intersect the middle. The specular level value still controls the height of the curves, and the glossiness still control the width. but the anisotropic value change the width of one axis relative to the other, The orientation value rotates the highlight.
This shader is a default. It render simple circular highlights and smooth adjacent faces.

BLINN SHADER

The blinn shader includes color swatches for setting ambient, diffuse, specular, and self illumination colors. to change the colors, click the color swatches and select a new color in the color selector dialog box.

METAL SHADER

The metal shader simulates the luster of metallic surface. The highlight curves has a shape that is different from the other shader it does not include soft value. it has also much higher value than other shader. other all parameter is same to other.

MULTI LAYER  SHADER

The multi layer shader has two types of anisotropic highlights. both highlights have a different color, parameters for this are the same as anisotropic basically. except that there are two specular level and other Roughness. The roughness parameter define how well the diffuse color blends into the ambient color. Roughness is set to a value of 0, an object appears the same as with the blinn shader , but it set to 100, the material going to dark.

OREN-NAYAR-BLINN SHADER 

This shader is very useful for the material type of matte surface such as paper, clothes etc . The parameters is similar to the blinn shader, with the addition of the diffuse level and roughness.

PHONG SHADER

The phong shader create a smooth surfaces like blinn without a quality highlight, but it render time more quickly than the blinn shader. The parameters for the phong shader are basic like the blinn shader. The difference between blinn and phong are very slight, but blinn can produce highlights for lights at low angles to the surfaces, and its highlights are softer.

STRAUSS SHADER

The strauss shader provides metal surface. This shader has only four parameter. 1. color 2. glossiness 3. metalness 4. opacity. glossiness control the entire highlights shape. The metalness value makes the material appear more metal-like by affecting the primary and secondary highlights. both of these value can range between 0 and 100.

TRANSLUCENT SHADER 

The translucent sahder simple allows lights to easily through an object like window. it is intended to be used on thin , flat plane objects. such as window curtain etc. likely all setting is most of same to other. with extra translucent color. This color is the color that the light becomes as it passes through an object with this material applied. This shader also include a filter color.

ENJOY TUTORIAL :)































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