Arnold Materials - Getting started in 3DS Max 2021 (part 12)

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welcome back to the first tutorial of the new year my name is arnold fall and you're watching af tutorials your trusted resource for various tutorials on youtube the new year just starts like the old one ended with our 3ds max series we still have to cover a few more topics in order to get you started in 3ds max just like i promised in the title today we're going to take a look at the materials for the arnold renderer please keep in mind that we are just covering the basics and we're not going to explore every last button and parameter when you're fairly new to 3ds max i recommend that you watch the material and uv mapping video first i'm linking the video in the info box in case you have missed it the video will give you the basics of how to apply materials and how to adjust the position of textures but today we're going to take a dive into the materials specifically for the arnold renderer so let's get started the scene that we're going to use today is from the arnold renderer website it's the studio lighting scene the one with the little robot and i'm going to place the link in the description below while you're pausing the video and get that file from the description consider subscribing to the channel it's free of charge and it motivates me to keep the channel running please do not hit the like button yet watch the video first till the end and if it was helpful hit that like button i'm also going to reveal a little secret video at the end of this one so make sure you don't miss that so here's our scene and let's take a look first so we have this robot here right now we are looking through a perspective window so there's no camera in the scene let's take a look from the top or in a perspective or an axometric view you can see there is a backdrop that provides a floor and a background and we have three arnold lights that are basically a light planes that are shining onto our robot what we want to do is today talk about materials so don't spend too much time on the lighting here but what we want or at least what i want is a camera i want the physical camera i could even i could go into the perspective view and render the view but i in the other tutorials i was showing you how to render a scene with uh with a cam with a physical camera so let's do that in this scene as well so i'm going into a top view from the dialog i choose the uh camera and i'm choosing the arnold camera and oh sorry the the cam the story the physical camera not the arnold camera there's camera something else the physical camera and i'm gonna place it uh right here in front and looking at the robot now if i switch into my perspective view i'm gonna move my camera in into perspective view with the middle mouse we'll move it to the center so about hip about hip height and now if i select my physical camera and i go to modify i can adjust the focal length of the camera so that my robot is filling out the frame uh so right now that would mean a like a 60 millimeter camera or so 65 millimeter camera so now we have a physical camera the default value uh the default exposure value for the physical camera right now is an exposure value of six let's take a look at how that works with the light because as soon as we add a physical camera here under rendering environment we have the physical camera exposure control so the exposure control from the physical camera is taken and here is also the global default exposure value of six so let's check out the render setup i don't wanna spend too much time rendering so i'm gonna check out the comment size i'm rendering a 640 by 480 picture and when i go into the arnold renderer right now it at the you know that the default settings are three two so i'm going to change that to three two that is also usually two we can uh we can also always increase it later but the three two two is uh the kind of standard quality setting um yes and oh i'm sorry i'm not adjusting the i'm not gonna use the active shade that is my computer is a little too slow for the active shade mode so i'm gonna change that to production random mode and again sorry check 640 by 480 arnold renderer and the sampling is three two two yes that's good but the rate depth here should be one by default okay so if i hit render now it will render and it the lighting is kind of okay in this in this view i'm also going to create a uh a no let's leave it to this camera that's quite good i can we can always zoom in so in the in the render view if i can zoom in if i want to see the quality of some of the material settings and so on but it is about materials today so there is another default another setting that you have to do before you start or at least i recommend to do it when you work in arnold here in the render setup there is a uh there is system and here under system i have already clicked it on clicked on it it's the legacy 3ds max map support that means not that the materials the standard material for example will work in arnold it's still not working but it means that some of the some of the maps like uh like fall off or like gradient and so on that we are used to uh from the from the other render engines they still work in arnold here so click legacy 3ds max support on and now we're ready to go into our material editor but first i'm going to select the whole robot select all the objects let's give it a new material i'm opening the material editor i hit m on my keyboard and right now the two materials that i have for the backdrop and for the for the robot are in here i don't have to select the robot with the window sorry i can also do it in a different way in the material editor my two materials here the backdrop and the robot and if i want to work with the robot material i can select the robot material and here is a button that's called select by material and that will select every object that has this material so now i have selected all the objects with this material and now i'm going to start by giving it a new material i'm not going to use this one i'm going to start with a new material and the standard material for using it in the arnold renderer is let's clean it up over here so here it is under materials and you will find it on the materials arnold material the standard surface material so the standard surface material is the workhorse of the arnold renderer you can build all kinds of things with it it has many many options a lot of them we never we're never going to use there's only a few others but the standard surface is this is the most important material so i'm going to drag in a standard standard material and i'm going to select it and hit assign to selection so now the robot should get the new material if i hit render now i can see suddenly the robot is not shiny metal this does not have this shiny metal material anymore but it has a standard gray material so let's have a look at the material settings for this standard surface material i'm going to make my material edit a little bit large and you can see it's quite a large material here's one thing that i miss a little bit when you maybe you um you don't have the problem when you look into the material up here there is usually a little slot that shows the material it shows a preview and right now it just shows uh the teapot so in order to show this material you need to click the button in the bottom left corner of the of the material editor it's called render material so now it renders all the materials and even if you double clicking if you double click it it's enlarging the the the sample ball here and it shows the material so you can see right now it has a little reflection on it but let's have a look at the standard materials at the parameters so they are here on the right side so first we are only going to deal with the with three options here that is the base that is the base color of my how the color of my material and or maybe a texture then the specular that is all the all the well what we would call reflections so uh things that uh that are either generated by light or by by up by reflecting objects and the transmission and that is whatever goes through a material so we're going to make it transparent we want to make a material glass-like or somehow transparent translucent so are we just going to deal with those three values here and the first thing of course is the base color and you find out the base color right now is white it's this here and when you click it it opens the color select and you can see it's pure white it's pure white but when you look at the rendering you see it's not perfectly white because it only has a value of 80 percent 0.8 that it uses the white um and on on the on the object so when you the first thing is when you change the color let's go for something a little bit more colorful i'm going to pick a a bright orange the color that you pick here and the color that your robot will get are the the color on the robot is usually a little bit darker because right now we are only 80 using the orange let's quickly render it and you can see that the orange on the robot is a little bit darker than this one so that is the the eighty percent here for example if i switch that to one that means it's using the color in one hundred percent that will means you get a slightly more bright orange on your robot what i'm also going to do is when i compare two settings in the material i'm going to clone my render window so right now it's the first setting with the with the eighty percent i'm going to create the clone window and i'm gonna render it again and the new version will be rendered with eighty percent so it will be slightly more orange more colorful and now with cloning the window you can easily compare those two versions before and after but the 0.8 is one of the standard settings that you're using in the in the material so i just if in case you're wondering you don't get it as bright colors as you expected this is because of this here the next thing is um what what you can see right here uh the right next to the color there is a roughness and the roughness and whenever you hold your mouse on one of those values in the arnold renders in the arnold material parameters you can see an explanation and how it influences the material so i'm going quickly through the others and and you can we can adjust some of the of the settings the next thing is you can see that the material right now is slightly reflective and when i zoom in i can see it is reflective because i get some reflections some some specula from the lights because we have those three light planes on both sides of the robot and on top and all those shiny thing here uh will i get from the specular so right now the material has what looks like full reflection because there is no you cannot go above one here so that is the uh for the full reflections here with a little roughness of 0.2 that means it kind of blurs out the reflection so see how blurry glossy the the specular reflections are so if i set this to zero then it means the the it has no roughness in it and it means the reflections will be uh much sharper so let's quickly render it and see how that looks like especially here in the reflections part okay making the reflections more shiny and if you look at some kind of reflective object you see it if it's a if it's a if it's a glossy surface you can see that all the reflections of the light and i don't know if you could see like this all the reflections of the light are pretty blurry that actually means that the reflections are getting larger when i choose glossy reflections the reflections got a bit smaller so let's do the same cloning one more time so i go for the clone rendered window and i'm going to add a little bit of roughness a little bit more than so they can we can see it even stronger let's go for 0.3 in the in the specular roughness and see how it looks like here is the rendered result let's compare it to the shiny reflection you can see the reflections just got blurred out but they actually got a little bit uh larger here maybe here on the on the on the belly you can see it quite good so they are blurred out a bit and uh not as shiny so all the best i think is here on the on the legs so the shiny one is a thinner reflection and this is kind of blurred out around the round surface okay so that is the roughness in the specular reflections and now the question is how can i make it even more reflective like a really shiny plastic or something like this first of all i would use less roughness here to make it really shiny let's try uh 0.2 the standard value here and we have two ways to do this first the index of refraction or ior the index of refraction kind of defines the defines the reflective qualities of the material it works for both for for reflection and later on for transmission so when light goes through anyway light goes through a certain medium and at the entrance of the medium and at the exit of the medium the light rays usually get refracted so the direction of the light kind of gets distorted the higher the value is the more distorted it gets the index of refraction's default value is usually 1 so that means no refraction in this case when i set the ior to 1 you will also see that you get hardly any reflection so there's no reflections here just some little bit shiny parts where the most light hits the surface but no specular reflections and if for example the default value here is i think usually it's 1.52 and if you go to the arnold renderer website there's also a list of index of refractions of common media so when you check out window glass or i don't know some kind of paint and some diamond and some metals but in general the metals are usually just higher than that so for example i'm going to try the an ior4 for example you will see suddenly it's much and and and when you go higher than the the of the five the 1.52 it no longer looks like a reflection on a orange surface but it kind of uh turns into a more or less metal look with more when the reflections are even stronger than the color quality so if you want to create a metal-like surface like we had on our robot in the beginning there's two ways to do it the first is just give it a high so we have an orange color here and we give it a high index of refraction let's go for 20 oh sorry 20. let's go for 20 and have a look how it looks like so usually we shouldn't see much more orange then maybe just a little bit of orange but the rest is really very metal like keep in mind that there are there's no environment here to reflect because it's just a black environment in this white backdrop so if you have some kind of environment hdr or background you would see all that in the reflections but you can see that the the material almost got dark because it's reflecting the black background so that is one way to create a metal like surface the metal like if you want to create a metal in here then usually what you would do is you would create a a large index of refraction but what you would do is you would take the base color and make it black so if you turn it black it means it gets no color from from the gets no color from the from the base color here so it's a kind of a black object and if you want to get some color for example it's a gold or copper kind of metal then you would go in in here and and you colorize the specular reflections so instead of getting the light the shiny light parts here make them white you would go and colorize them in a certain way for example if we go for gold then it would be something something like this but this is more copper-like but there it is and that would looks much more like gold see it's the golden reflection that's very dark gold there okay so that is one way to do it the next way is to stay at the simple 1.52 standard index of refraction and use a parameter that's called metalness and basically metalness the surface behave here is zero and it can go all the way from zero to one so you can turn it into a metal or like half metal a little bit more so you get this metal glossy look even though you are not having a larger index of refraction so let's quickly let me quickly render it oh sorry when you do sorry let's cancel it quickly cancel when you use the metalness factor you don't you cannot you don't you in order to get the golden or the color of the reflections you do not use the specular color but you use your base color again so i'm gonna just swap those oh sorry this should be white so let's get that white and let's get here our golden uh orange color so it's the with we're using the metalness you don't need to turn the base color black you just leave it as the any color that you would like to give it um the regular index of refraction and the metalness is pretty strong uh let's yeah let's try not that strong let's try a little bit lower and here is how it looks like so that is giving using the same base color but it uses the very strong metal look and that is a fast way to to turn something into metal and you can see it looks really nice in if you want to give it more of a copper look then you have to put a little bit more more red into the into the gold so if you make it a little bit more red then it's more uh less gold and more uh shiny copper reflections and so on if you take out all the color what you get is a more like um you know like uh polished steel or something so if i take away all the color and use a white uh surface then i would get a chrome kind of metal look for that okay so once again to create a metal look you either give it a high index of refraction for example 20 or 25 but that means you have to make the base color black so that there's no color influence coming from the base color and you give you we bring the color back into the metal by adjusting the specular color here when you use the metalness factor then you just leave the index of refraction as it is at 1.52 the standard value decide which color your metal has with the base color and adjust the metalness how much just how much reflection you need all the way to one which is the most shiny metal okay so that is the basic way to create uh reflections in our in our material let's uh do something else i'm going um to give it i'm gonna get get the the the chrome the golden look back so the golden chrome are the golden copper look back so metalness 0.8 and um the the reflections have a little roughness in it so maybe a little bit less so that get even shinier reflections and here is my golden uh robot there now i would like to create a another material and therefore and i'm going to use the material sir and here i am and in the i'm going into a top view and what i'm going to do is i'm going to place a thin box right between my camera and the robot just like a window or a piece of glass that you would look through the the box should be a really thin um [Music] so like like a sheet of glass and we're placing that in front of the window so let's bring it in here and go back into the camera and there it is let's bring it down and place it so that let's try half of the robot is hidden or is is is is in front so here it is so half the robot is visible through the glass we uh and the other one is visible just right next to it also uh let's try something else in the top view i am slightly rotating this piece of glass window so we get some a little bit more complex reflection so here we are you know it's slightly rotated in the window now if i render it now it will render just a solid box and therefore we're going to place some glass material onto our box the box is still selected i'm hitting m for my material editor and bring in another standard surface material for my glass and let's have a look what what what the glass will would be like first of all what i usually do is when i create a glass i'm going to make i'm trying to get all the color out of the out of the base color so i'm going to make my base color black and the um the trans okay it is it is reflective it has an index of refraction of 1.5 i'm gonna take out the roughness of the specular so what i get if i get reflections they are pretty shiny and what i want to do is i want to get the transmission and that is how transparent the thing is and i want it fully transparent so i'm going to take the transmission to one and now i'm going to apply it to my box and let's have a look how that turns out so here it is and if you look through glass outside or any other glass then you usually you don't see it you don't see anything off the glass so when it's really clean you don't see anything and that is how it's supposed to be so there's a glass sheet in front here but i only see that it's a glass sheet because of two facts first of all the edges of the glass are usually dark in this case they are dark and they are black so if i want it slightly bluish or something i would get some color in here and the second thing is when i zoom in there is some refraction to it and look at this point here where the arm of the robot is looks like it's shifting a little bit that depends on two things first of all the thickness of the glass if i make my glove glass a little thicker so let's do that by making it twice as thick so now if i render it again you can see the shift even more so there it is so here's the shift it depends on how thick the glass is but usually you are if you're modeling your model the glass in its actual thickness and mine is really thick right now so and the second thing is the index of refraction that is here in the specular influences also the index of refraction that goes through it so if i take my index of refraction and make it one and render it again you can see the glass is almost invisible because there is no shift here and also the edges are not reflective anymore the edges of the glass and so we don't see those a little bit darker so if you want to have some decent window glass you have to give it an index of refraction when you check it out on the internet and here is the standard value i think is 1.52 that is uh suitable for a regular glass if i render it it has a shift and now we gonna uh the yeah the refraction and now uh to to show it a little bit better i'm also going to let me cancel that i'm also going to increase it to something like three and then you can see that the shift is getting even more so there is more transmi there's more refraction here so the edges will look somehow different and it shifts even a little bit more so let's bring that back to a value that is uh quite natural for glass the 1.52 and the next thing is here in the transmission there is also um there is also a roughness and there oh roughness sorry there is no ears no roughness in this one but the roughness of the specular is also influencing the roughness of the of the glass so if i change the roughness let's say to 0.3 and render my picture again you will notice that suddenly it looks like a transparent it looks like a glass that has transparent it has a diffuse uh transparency so when you look through it looks like milk glass so 0.3 is a little much 0.1 that looks a little bit more uh like glass would look and when you see here you can see that the now uh they are not glossy uh glossy uh transparency anymore but it's a it's a diffuse transparency the of course you need in order to see a little bit behind you can you still you need a very low roughness value there so it kind of the roughness kind of simulates a rough surface and this is also what uh what the glass does a glass usually is gets when you look through it and you see it diffuse and not glossy then it usually has a rough surface you know sand blasted surface or something glued onto it so that is the that's why the roughness works for both the reflection of the specular and the transmission there so let's bring it back to a regular shiny glass and now i would like to show you another effect that you'd have to take in account right now we have one sheet of glass here and what i'm going to do is i'm going to i'm going to get into the model close it close it also close the material editor right now here's my sheet of glass and i'm going to make a copy of the sheet and look into the top view and i'm trying to do um three sheets of glass in so that you're not looking through one sheet of glass but three sheets of glass so here it is one two three because um in in arnold and you might have seen it here in the render settings when you check out arnold the transmission quality so how what the we checked out the it was pretty grainy and noisy what we saw through the glass the quality of the transmission what you see through glass is defined by the transmission samples and so while the normal camera samples are three and we usually make that higher so if we have glass there and we look through the glass and there's also something behind the glass that we want to see in good quality we have to increase the sub the transmission settings as well here's one other thing the transmission rate depth right now is two so that means if i render the camera right now something weird happens the two other sheets of glass suddenly are black why because in order to get through one solid sheet of glass you need to have two transmissions you first go into the glass and then you get out of the glass so that is two transmissions to raise uh two times per one sheet of glass so when i have three sheets of glass here actually what i need is i need to increase the transmission rate depth so when i go from two to four that means the second sheet of glass will still work and you can see through it run that quickly here is the second sheet of glass now visible and of course uh if i turn this to uh six then i have at least six uh six uh three sheets of glass so keep in mind especially for example when you have sliding doors the sliding doors when they are closed they are usually right next to each other but when you slide them open suddenly you have two sheets of glass so you need a minimum of four samp a four rays or a rate depth of four to get through those two sheets and when there's some other window in the background then you get another two or four arrays there so make sure you increase that the thing is when you say okay i have now six sheets of glass i would need a rate dab here of 12. then you find out that still one sheet of glass will not be transparent why because there is also a total ray limit so that means you can put in whatever number you want here it still will only go for 10 rays so so if you have more than uh five sheets of glass uh 10 rays to go through y'all make sure that you also increase the total lim array limits here to 16 or whatever you how many you need okay so that is for the pieces of glass let's delete uh two of those class sheets again because i want to show you one more thing and that is uh my first so i can go back to two two ray depth of two here in the material editor in there's one more thing that i would like to show you in the transmission section that is the color of the transmission that means whatever whatever color do the things get tinted when you look through and when you take for example pink sand sunglasses that means you look through them and whatever you see gets tinted into pink or whatever your glasses look like so there's two values here usually glass either colorizes the the trend the the the reflections and that would be this color here so if you look at a building for example and the the building has a greenish look and all these glass facades then you would usually change the specular color here because you want all the reflections to be slightly tinted green if you look through glass and everything behind the glass will get a different color then it's the color in the transmission so you have to bring in some color there but for example if i wanted a greenish look make sure you don't go for a dark green here because you don't want to darken all the things that you look through but give it a light green so it's more like a very light green here in the transmission let's quickly render it and here it is of course now it looks like green glass but keep in mind that is only green because we look through it and we can see the background which is white and now it suddenly turns green if you want green reflections on it and let's also do that bring that back to white and how can i show you that the reflections are green pretty simple i can take my sheet of glass and i'm going to do a copy and i bring a copy in the back behind the robot so now here's a second sheet of glass here and when you render it here is not very strong a slight reflection of the golden robot in the glass you can see there's a little bit of a reflection in the sheet and now so i thought my max crashed oh it crashed the material editor the reflection is still white so it's not colorized in any kind so let's take this and make it lightly slight blue here's a light blue so i'm tinting my specular reflections off the glass and now i should get i'm a sure if i can see that well because it's not really really that strong reflection if you colorize it into a certain color it does it does kind of the opposite it kind of takes the uh it takes the the complementary color and and uh uses that so for example if i change this this color here to a bright red what color would i get a green so that is the complementary it's not the exact complementary color but it is somewhere i guess on the color wheel on the opposite side so that would be between green and blue here in the middle okay uh don't ask me why i'm sure if you look into the into the look into the arnold material it kind of gives you an answer why this it has to do something with physics of colors and blah blah i don't know exactly but this is the way that you would that you would colorize your reflections okay let's bring that back to zero that now let's uh we already spent some time on the materials let's do a few more things the first thing is um is this the only material that you can use in the arnold render no it's not and you will see when you import something into from from from revit or from from some other program you see that there are the materials that i assigned are not the standard arnold surfaces the standard surface arnold material but what they use is what's called the physics the physical material what is called physics material physical material i'll show you where it is materials general physical material and i prefer in many ways i prefer the physical material because it has a few funny things let's bring in one of those physical materials first of all it has less less parameters here and but it has the same thing it has the base color it has the same way to treat the reflections with the index of refraction they call it not transmission but they call it transparency but it is the same thing here is a transparency when you when you increase it then it's getting transparent and so on it's using the same index of refraction here and so on and so on let's bring that to zero but the funny thing is and let's apply the whole robot i'm gonna give the whole robot the new material so i'm selecting the robot and give it the new physics material uh what's what's quite funny is that the physical material has um has some presets so when you start to create a material and you say you want to have it i want a metal look for example you don't have to start from the very beginning you have to don't have to think of all the all the material parameters that that contribute to a metal look you can pick a preset and then just work with it change the materials and so on so if you start with a work with a simple one a glossy paint satin or matte paint or even a metal what i mentioned before so here are the different metals you can start with a copper material and then all the settings are adjusted to a copper material so if i render it now my robot will be a dark copper material and if you're not satisfied with the look of the copper you can always go in there and adjust some of the settings there more reflections rest less reflections and so on so that is the the good thing that you start with one of the presets and even the glass that we have in our two class sheets here so let me quickly select my two glass objects and get another physical material here this one here is and assign it to the glass here's also a glass preset here is a glass for thin geometry that means there is no refraction upon entering or exiting the glass so this shift in the lag that we had is not visible when we choose thin geometry that's helpful when you model something and all the windows are not actual actual solid geometry but they are only one face then you use the thin geometry the solid geometry in my case of course is better because i have solid glass here so i'm going to use the preset for the solid geometry i already assigned it and if i render it here is my glass surface so it has it pretty much looks the same as the arnold class before that we created it has it has the refraction so it has this shift in here because it's so thick it has some reflection in it and so on and so on so you can always go in here and adjust all the settings for the physical material some of those physical materials and let me get another one for the robot or take the take the robot one and just change the the preset some of them and i'm gonna use a where is it ketchup that would be funny uh let's go for a where's the concrete here polish let's do rough concrete if you choose rough concrete for example it creates a material that also has some maps that go into it because it's rough concrete so it needs actually a picture that kind of creates the rough surface it will not look nice because as soon as it uses a picture you need you need a perfect uvw coordinates and the robot and i checked it before doesn't have those so it will it will render it will maybe look like rough concrete but it will not be really perfect in all the on the areas especially here in this area you can see that there are some messed up some messed up uvw coordinates so here you can see it this you can see it of course best that it's not properly uvw mapped when you place a picture on it for example this uh this picture here it's a simple uh a simple noisy a black and white image and if i bring this into the base color and render it you can see that it has correct uvw map coordinates but you can see those streaks here so it kind of pulls it uh in one direction and that doesn't look so good so especially here in the armpit or in the shoulder it doesn't look too good so that is of course how you use a material so but the other tutorial where we used uh textures on our on our material that is the same thing here is a texture as your base color so instead of having a base color you can use any map here of course you can use bump maps you can use displacement maps you can use transparency maps and so on and so on so in many ways the physical material i usually prefer it because it has less parameters it has a simpler structure here of see transparency is it glossy or is it rough and when it's rough then it's a different value for roughness and so on so it's kind of nice also it has the the possibility to adjust the the reflections with a curve uh with a curve basically you can adjust how strong the reflections are so these are the reflections usually the reflections are stronger towards the edges because this is where you look at the object you can check it with your cell phone pretty simple uh when you look straight at it the reflection is not that strong but when you when you uh when you tilt it and you have a very you have an angle that you look at it you have much stronger reflection usually it's done by the ior in in our in arnold materials but here you can also have your custom curve and that is nice when you have some curved surfaces like a curved building facade and you want more reflections on the curvy side then on the on the on the front side then you can just adjust it so this means this is the reflection on when you look straight at it and the more the the the the higher the angle gets that you look at it the more reflection you get and that is the curve that you can adjust with all those values so that would be the physical material with all its presets i really enjoy those and the last thing that i would like to show you is how you can use um a how you can use a material library because when you go into uh into your material editor there are no material libraries here so let's get a material library and there's also one on the arnold website that you can download here it says material library let's see what kind of materials they give you so here are some brushed metal things all those materials do not use any uh texture so those are materials just for with the physical properties for example all those subsurface scattering materials like milk or jade or even some car paint and so on you can download them here the material library is available here so let's see what i get download and it is a zip file let me quickly unzip it and what you get is a matte file so it's a material library that is a map file here in your material editor in order to get the material into your material editor there is one you can drag and drop but as you probably noticed i'm not a big fan of drag and dropping uh when you do a right click here and i i i cleaned up the uh closed all the all this all the uh tabs here i do a right click and here is open material library i can open it and let's quickly browse for it here is my max to arnold material library and suddenly i have the max2 arnold material library in here so if i open it here are all the materials that they give you if you need ones you just take out your the shade i want to check out the jade material so it has a green it has also a transmission it also has some subsurface scattering parameters and i'm going to give put the jade material onto my uh robot and let's quickly see how that looks like probably it renders really slow but let's see how it does let me get rid of the glass sheet at least the one in the front here it is my jade material on the on on the robot so that is a so-called subsurface scattering material so there is different things going on on different uh different levels so there are some some reflections on the outer level some colors are a little bit deeper and so that gives you this a little bit translucent effect so if especially when you place a light in the back that was the material library how you get it into your material editor so that i'm sure you find other material libraries for arnold materials and there's also other autodesk material libraries that that you can find out there but keep in mind when you have a lot of material libraries here you can also create your own material libraries of course when you have a lot of material libraries this button here will be will take some time so because when i click on the max2 you can see all those tiny little samples they have to be rendered uh they have to be rendered and this is what this rendering button does so when you have like thousands of materials here and you start your material editor for the first time you might uh wait a minute or so so that's why i usually have this i'm impatient here so i had this turned off so it's not loading all those material right now we still have them so here it still shows me the jade there but i'm sure if i adjust something uh oh sorry just something okay oh it still does yeah but it's not it's not updating it so it's not rendering only when this one's on it's updating the uh the material okay that's it for today uh i hope you liked it that was a brief introduction to the arnold material please don't forget to hit the like button for the video if there was something for you and i also promised you a little bonus video the bonus video will not be available without the link here's the only link so it's a kind of secret video check out the video it is a feature that has been added to 3ds max in the latest update and you probably don't have it but i'm going to show you how to get it and show you what it does so here's the secret link don't forget to like and subscribe and i'll see you in the next video
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Channel: AF Tutorials
Views: 8,492
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Length: 48min 24sec (2904 seconds)
Published: Fri Jan 08 2021
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