& Construction

Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
& Manufacturing

Professional CAD/CAM tools built on Inventor and AutoCAD
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Create and assign an Arnold material to a model.
Type:
Tutorial
Length:
3 min.
Tutorial resources
These downloadable resources will be used to complete this tutorial:
Transcript
00:03
All right, we'll close the environment and effects dialogue
00:06
and go back to the slate material editor which I've got minimized down here.
00:10
I can restore that.
00:12
And now we want to create our first proper material
00:15
going to be a black plastic.
00:17
We can just take the existing standard surface and duplicate it.
00:20
Hold down the shift key and drag to make a duplicate.
00:24
And with that duplicate selected,
00:25
rename it
00:26
plastic black.
00:28
Now let's assign it to the chassis of our ham radio.
00:32
We can actually select objects directly in the Arnold render view.
00:36
And just to show that if I hover my mouse over that chassis and then click,
00:40
we'll see that that object was selected in the view ports
00:44
and we can see its modified panel parameters.
00:47
Then we can go over to our standard surface.
00:49
With that node selected, we can go up to the material editor toolbar
00:53
and click the button to assign the material to the selection
00:57
and then make some changes.
00:58
Go over to the base color. Click on the color swatch
01:02
and reduce the value.
01:04
Bring that down.
01:05
We want this to be black
01:07
but not perfectly black.
01:09
It's not really possible for most materials to be exactly perfectly black.
01:13
We'll bring the value down
01:15
to 0.002
01:19
and now it's nearly black
01:21
click. OK, to close that color selector.
01:24
And let's change the specular roughness
01:27
that's going to determine the glossiness of the surface
01:30
with a roughness of one. The specular highlights are going to be very scattered.
01:34
Let's reduce that roughness. We can bring that down, just drag the spinner.
01:38
And when we get down to very low values, we start to see
01:41
reflections that are kind of coherent.
01:44
Let's set the roughness to a value of 0.4.
01:48
And that corresponds to plastic.
01:50
The other very important property of the standard
01:52
surface is the IOR or index of a fraction
01:56
that's going to determine the reflectivity of the
01:58
surface at different angles to the camera.
02:02
And that'll be easier to see if we go over to our perspective. View,
02:05
click in that view
02:07
and then we can orbit or tumble around in the view
02:10
with the alt and middle mouse button,
02:13
maybe select an object and then orbit around that object.
02:16
We can also
02:17
zoom in or dolly in with control alt and middle mouse
02:20
get in real close. So we can kind of see
02:23
the backlit top
02:25
of that plastic surface.
02:27
And with that framing, it'll be a little bit easier for us to see how Ior works
02:32
as we increase the IOR or index of refraction
02:36
will get greater reflectivity
02:38
on the surfaces, whether they're facing the camera or not.
02:42
If we reduce the IOR,
02:44
we tend to get the result of services facing towards
02:48
the camera will not be as reflective or shiny.
02:51
And services that are pointed away from the
02:53
camera are still going to be more reflective.
02:56
So
02:56
let's set the index of refraction to 1.3.
03:01
All right. So now we've got our first standard surface,
03:04
I should mention as an aside that
03:06
we can use the three Ds max physical material in this workflow.
03:11
But I prefer to use the Arnold Standard surface
03:14
because it supports more features such as the round
03:17
corners map we're going to be using later.
Video transcript
00:03
All right, we'll close the environment and effects dialogue
00:06
and go back to the slate material editor which I've got minimized down here.
00:10
I can restore that.
00:12
And now we want to create our first proper material
00:15
going to be a black plastic.
00:17
We can just take the existing standard surface and duplicate it.
00:20
Hold down the shift key and drag to make a duplicate.
00:24
And with that duplicate selected,
00:25
rename it
00:26
plastic black.
00:28
Now let's assign it to the chassis of our ham radio.
00:32
We can actually select objects directly in the Arnold render view.
00:36
And just to show that if I hover my mouse over that chassis and then click,
00:40
we'll see that that object was selected in the view ports
00:44
and we can see its modified panel parameters.
00:47
Then we can go over to our standard surface.
00:49
With that node selected, we can go up to the material editor toolbar
00:53
and click the button to assign the material to the selection
00:57
and then make some changes.
00:58
Go over to the base color. Click on the color swatch
01:02
and reduce the value.
01:04
Bring that down.
01:05
We want this to be black
01:07
but not perfectly black.
01:09
It's not really possible for most materials to be exactly perfectly black.
01:13
We'll bring the value down
01:15
to 0.002
01:19
and now it's nearly black
01:21
click. OK, to close that color selector.
01:24
And let's change the specular roughness
01:27
that's going to determine the glossiness of the surface
01:30
with a roughness of one. The specular highlights are going to be very scattered.
01:34
Let's reduce that roughness. We can bring that down, just drag the spinner.
01:38
And when we get down to very low values, we start to see
01:41
reflections that are kind of coherent.
01:44
Let's set the roughness to a value of 0.4.
01:48
And that corresponds to plastic.
01:50
The other very important property of the standard
01:52
surface is the IOR or index of a fraction
01:56
that's going to determine the reflectivity of the
01:58
surface at different angles to the camera.
02:02
And that'll be easier to see if we go over to our perspective. View,
02:05
click in that view
02:07
and then we can orbit or tumble around in the view
02:10
with the alt and middle mouse button,
02:13
maybe select an object and then orbit around that object.
02:16
We can also
02:17
zoom in or dolly in with control alt and middle mouse
02:20
get in real close. So we can kind of see
02:23
the backlit top
02:25
of that plastic surface.
02:27
And with that framing, it'll be a little bit easier for us to see how Ior works
02:32
as we increase the IOR or index of refraction
02:36
will get greater reflectivity
02:38
on the surfaces, whether they're facing the camera or not.
02:42
If we reduce the IOR,
02:44
we tend to get the result of services facing towards
02:48
the camera will not be as reflective or shiny.
02:51
And services that are pointed away from the
02:53
camera are still going to be more reflective.
02:56
So
02:56
let's set the index of refraction to 1.3.
03:01
All right. So now we've got our first standard surface,
03:04
I should mention as an aside that
03:06
we can use the three Ds max physical material in this workflow.
03:11
But I prefer to use the Arnold Standard surface
03:14
because it supports more features such as the round
03:17
corners map we're going to be using later.
How to buy
Privacy | Do not sell or share my personal information | Cookie preferences | Report noncompliance | Terms of use | Legal | © 2025 Autodesk Inc. All rights reserved
Sign in for the best experience
Save your progress
Get access to courses
Receive personalized recommendations
May we collect and use your data?
Learn more about the Third Party Services we use and our Privacy Statement.May we collect and use your data to tailor your experience?
Explore the benefits of a customized experience by managing your privacy settings for this site or visit our Privacy Statement to learn more about your options.