the Scene
To get started, we are going to open the version of the living room scene, where only grayscale materials have been applied.
- Download and open the file “Interior Space. Max” from the link below.
- If the Units Mismatch Dialog in the scene pop up, make sure you select the Adopt the File’s Unit and click OK
- Once the scene is loaded, open the Render Setup dialog by clicking on the Render Setup dialog button on the Main toolbar.
- In the Render Setup dialog click on the Common tab to look for Output Size.
- Set the Output Size Width to 800 and the Height 600 and then click on the Lock button next to the Image Aspect.
- Select the View list at the bottom of the dialog and change the View to camRender.
- Click on the Lock button next to the Viewport list at the bottom of the dialog. This will lock the camRender view to be rendered.
- Lastly you can close the Render Frame window and then close Render Setup dialog as well.
Working on the First Material for Interior Design

When you want to start create a maternal for a particular scene, make sure that you have a good reference from which you want to observe when you create a material.
In the next few steps, you will recreate a Cloth material for the living room scene and then apply it into the cloth model at put on the sofa.
- In the Rendering menu, select View Image File and open the image “cloth_material.jpg” from the files that you downloaded.
- Then close View Image window and go to 3ds Max to open the Material Editor and select an unassigned material slot to apply a new material.
- In the Templates rollout, choose Matte Finish from the pulldown list.
- Assign a name to your material slot, Sofa Cloth (Matte Finish) by typing it in the edit box to the left of the Material/Map browser button. When creating a complicated material, it is always a good name that assign to the material after you create it. Beca
use it always to easily identify a particular material. - After that, you go to Diffuse section and click on the button next to the Color assign map.
- In the Material/Map Browser dialog, choose Bitmap and click OK to exit the dialog.
- Choose “cloth_material.jpg “from the files folder that you already downloaded and then you click Open to the dialog box.
- In the Material Editor, you must make sure that Use Real-World Scale button remains unclick. You can find this Use Real-World Scale under the Coordinates rollout.
- Set the Blur value to 0.1 because by lowering the Blur value will make the bitmap sharper in the material. The effect of this Blur value can be seen more clearly when you render and it is sometimes difficult to see the sample spheres.
- After that, you go back to main material parameters by simply click on the Go to Parent button.
- Then at the Arch & Design parameters, you go to the Special Purpose Maps rollout and click on the button labeled None on the right side of the Bump map and select Bitmap from the Materials/Map browser.
- Select ” cloth_bump .jpg” from the files folder that you downloaded and under the Coordinates rollout, remove the check from Use Real-World Scale. Now, you will realize that the difference by add in a bump map to the material.
- At the bitmap level of-the material, adjust the Blur value in the Coordinates rollout to 0.2.
- Click the Go to Parent button to get back to the root parameters of the material.
- Select the Cloth Main object in the scene and assign the Sofa Cloth (Matte Finish) material to it and you will able to see how this material will appear in some detail when you render.
The Cloth material looks good, but you can adjust it so that it can look better by increasing the bump map value.
- In the Material Editor, you go back to the Sofa Cloth Matte Finish material’s parameters and find the Special Purpose Maps rollout.
- In the value field in the bump map, increase the value to 2.0 and then try to render again,
- The cloth material now looks fluffier and realistic.






















