Working on the Floor Material
When you first open the atrium scene file, you will realize that there are many
objects in the scene. You will work on the scene by adjusting one material at a time and then apply that material to your objects. Let start with the floor material first:
- Open the file “mainfloor _ materials.max.”
- In the CameraRender view, select the object in the scene named “Event floor” which is the floor surface of the ground floor visible in the Camera view.
- Open the Material Editor and select the first material slot along the first row.
- Then you go to the Templates dropdown list, select Pearl Finish. After that, name you the material as “floor material (Pearl Finish).”
Some of the original settings are already set to draft settings for you and therefore may generate artifacts in the render. So your next few steps will be to adjust these settings.
- In Main material parameters, you make sure that Fast (interpolate) is not checked and change the Interpolation grid density to 1 in the Fast Glossy Interpolation rollout,
- After you have done all that, you go to Main material parameters rollout, click on the Color Map button to choose your Bitmap.
- Then identify where the folders that contain your project files and open the “FloorMa.jpg” image file. In the Coordinates rollout, you require to change the Blur setting to .05 to make the image sharper.
- When you using ambient occlusion from the Special Effects parameters rollout, you can see the adjustments that made are insufficient to see connecting shadows.
- An alternative strategy to that problem is you require to add the Ambient/Reflective Occlusion (3ds Max) shader at the map level to keep the current bitmap as a submap.
- Select the Material/Map button at the top of the Parameters section of the dialog and from the Material/Map browser, select Ambient/Reflective Occlusion (3ds Max).
- In the Replace Map dialog, select Keep Old Map as Sub-Map, then changes the Parameters value to:
- Samples: 50
- Spread: 3.4
- Max distance: 0.5
Note: These settings are recommended when the model has been accurately created in system units of meters.
- After you finish, go click the Go to Parent button to return to the top
and change the Reflection values to:
- Reflectivity: 0.9
- Glossiness: 0.3
- Click oil Metal Material checkbox.
- With reflective materials, it is possible to lose the diffuse color as reflections mix with it. This can be a problem when a client is keen on seeing specific colors in the rendered image. The Metal material function controls this effect.
- In the BRDF rollout, click on the Custom Reflectivity Function option, if it is not be selected.
- Change the 0 deg. refl: value to .43.
Note: It is likely that these values will have to be adjusted once you have assigned lights in the scene. It is a good practice to apply basic material settings prior to creating lights in the scene.
If the real-world surfaces are irregular, the next set of steps will emulate this effect:
- Click on the Material/Map button at the top of the Material parameters.
- In the Material/Map browser, choose the Utility Bump Combiner (adesk).
- In the Replace Material dialog, choose Keep Old Material as Sub-Material. The Bump Combiner allows you to choose three bump patterns and apply them to the material with different strengths.
- Click on the Bump 1 map button.
- Select Bitmap from the Material/Map browser.
- Select ” FloorMa02.ipg’ from your project folder.
- In the Coordinates rollout, change the Blur value to 0.1:
- Click on the Go to Parent button to go to the top of the material and go to the Bump 2 map button.
- Select Bitmap from the Material/Map Browser and select the bitmap “texture.jpg.” Then assign the material that you already adjusted to the slab surface.
In the next few steps, you will adjust the scale of the bitmaps that have been applied to the material. When emulating a real-world scene, bitmap scale plays an important role.
- While the floor slab is still selected, right-click and click Isolate Selection from the Quad menu.
- Go to the Modify tab of the Command panel and select UVW Map from the Modifier list.
Since the object is basically a flat surface, keep the mapping to Planar.
- In the UVW Mapping parameters, unclick the Real-World Map Size option.
- Set the U Tile to 8.38 and set the V Tile to 14.21.
- Back in the Material Editor, in the texture.jpg Bitmap parameters, click on the Show Standard Map in Viewport button. Unclick the Use Real-World Scale option and adjust mapping coordinates to
- V Offset: – 5.0
- U Tiling: 0.01
- V Tiling: 0.08
- Then Go to Parent button and adjust it Bump 2 Multiplier to 0.5 to make texture. jpg pattern more realistic when you render it.
- Lastly, exit Isolation mode and render the Camera Render view.






















