Materials / Shaders

Parti Volume Shader

In this video, we'll look at how you can use the Parti Volume shader in mental ray to quickly create mist or volumetric lighting effects.

VRay Displacement

This week's Monday Movie is on VRay displacement and map-based materials.

VRay Glass and Metal

This week we're looking at the VRay material creation paradigm by creating glass and metal materials.

X-Ray Effect

Learn how to create a sweet X-Ray rendering effect in this week's 3dsMax Video Tutorial!

Submerge (lume) Shader

This week I'll be showing you how to use the submerge (lume) shader in 3dsMax and mental ray.

mental ray Matte/Shadow

This week, we're looking at how you can use matte/shadow materials in the mental ray renderer.

Scanline Matte/Shadow

This week I'm showing you how to use the Matte/Shadow material in the scanline renderer for product shots.

DirectX Materials

This week, I'll be showing you how to set up a DirectX Material in 3dsMax.

Pre-Rendering

Learning how to create and use alpha-mapped plane objects is an important skill for low-poly and high-poly artists alike!

Filmstrip Material and Animation

In this Monday Movie, I'll be showing you how to create and animated a strip of movie film!

Sub-Surface Scattering Physical Material

This week, we're looking at how you can use the (more advanced) SSS Physical Material in 3d Studio Max's mental ray.

Sub-Surface Scattering Setup

This week, I'll show you how to get started using the 3dsMax Fast Sub-Surface Scattering Skin (SSS) Material.

Ink & Paint Sketch Effect

This week we're looking at how you can create an easy sketch effect using the Ink & Paint material in 3dsMax.

Ambient Occlusion Mix Map

In this Monday Movie I'll show you how to use ambient occlusion in mental ray as a mix map to help make your details pop without adding a lot of render time.

mental ray Displacement Quality

In this Monday Movie I show you how to tweak mental ray displacement settings in 3dsMax. Learn how to speed up your renders or get sub-pixel displacement!


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