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Quick Water Material in 3ds Max

The document provides instructions for creating a quick water material in 3ds Max without plugins. It describes setting the diffuse color to dark brown, increasing specular and glossiness values. It also details adding noise to the bump map, and increasing reflection and refraction values to add realistic reflections and refractions. Finally it notes adding a plane, texture, sphere and lights to create an environment and adding fog for a murky appearance.

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0% found this document useful (0 votes)
11 views3 pages

Quick Water Material in 3ds Max

The document provides instructions for creating a quick water material in 3ds Max without plugins. It describes setting the diffuse color to dark brown, increasing specular and glossiness values. It also details adding noise to the bump map, and increasing reflection and refraction values to add realistic reflections and refractions. Finally it notes adding a plane, texture, sphere and lights to create an environment and adding fog for a murky appearance.

Uploaded by

moizhanif
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Making a quick water material in 3ds Max.

By Gerardo I. Ramirez
Contact: Fraijinart@[Link]

In this tutorial I will show how to make a quick water material in 3d Max. Keep in mind
there’s no special plugins used, just 3d Max materials, which will render much quicker.

Open up the materials window. Pick a new


material and change the diffuse color to a
dark brown, so we can make some dirty
water. Also change the “Specular” value to
90, and the “Glossiness” to 70.

Go down to Maps - bump change the value


to 30, hit none and choose noise material.
Change the X and Y tiling value to 2, also
choose fractal for “Noise Type”.

Now lets do the reflections. Change the


reflection value to 30, hit none and choose
Reflect/Refract material. The default Size
value of a 100 works well and quick during
render time, but if you want to see more
details just increase the value; I’m going to
increase it to 200. Change the Blur Offset
value to .01, this will slightly blur the
reflections.
Now lets move on to the refractions.
Change the refraction value to 40. You can
increase this value to make the water look
clearer. Anyway hit none and choose
Raytrace. Go down to Background and
choose the black color box instead of “Use
Environment Settings”.

The water material is done, and yes it doesn’t look like much now.

Now we’re going to make a quick


environment for the water. Create a
“Plane” surface, with a 150 length, 150
width, both length and width segments has
a value of 1, turn on the “Generate
Mapping Coords”. Clone that plane and
move it down to –40 on its Z-axis. Create
a sphere with a radius of 20, and two omni
lights. Don’t turn on “Cast Shadows” for
either of them. The setup should look like
this.

Apply the water material to the top plane.


Pick a new material, go down to Maps –
Diffuse Color, hit none and pick bitmap.
Find a nice looking ground texture from the
3d max folder (such as “[Link]”)
and apply that material to the bottom plane.
Pick a new material and change the Diffuse
Color to white. Go down to Maps –
Reflections, give it a value of 10, hit none
and choose Reflect/Refract material.
Apply that to the sphere.

Now we’ll make some fog to give the water a murky appearance. Go up to the menu
Rendering - Environment. Go down to Atmosphere and add Fog. Change the Fog Type
to Layered, and change the “Top” value to 0, “Bottom” to –40, and “Density” to 200.
We still don’t have a sky so in the same environment window hit the “Environment Map”
box. Click on “Mtl Library” and choose the HongKong Background. And that’s about it.

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