• 3ds Max

Combining shader nodes

Combine multiple maps in a complex shading network.


Tutorial resources

These downloadable resources will be used to complete this tutorial:


00:03

That looks pretty good. But we can make this look even more realistic

00:07

by varying that base color.

00:10

So the areas around the edges are going to be a little bit brighter.

00:13

That's going to be a more naturalistic effect.

00:16

First, let's rename this new multiply node.

00:19

We'll call it L CD noise combined

00:22

to combine two different versions of that base color.

00:26

Let's make a clone of this composite node. Once again, hold down shift and drag

00:31

to create a duplicate

00:33

rearrange the graph a little bit here.

00:36

We're going to use a different source for the alpha here.

00:38

So let's delete this connection to the vector map.

00:41

You can select that wire and press the delete key.

00:44

This new composite node

00:46

is going to be the L CD background.

00:49

So let's rename it

00:50

the L CD background

00:53

and we'll take the output of the background node

00:56

connected to the top layer RGB

00:59

of the L CD base color.

01:01

And so far,

01:02

we don't see any difference because we haven't created

01:04

a mask or a variation on our noise.

01:08

We'll pan over a little bit with the middle mouse button.

01:11

So we need to supply something to the top layer alpha here.

01:14

So once again, drag out

01:16

release the mouse.

01:18

This time is going to be a bitmap. So choose OS L

01:21

bit map look up.

01:23

We're prompted to choose a bitmap from our current project's scene

01:27

assets images.

01:29

We've got one in here. Graphics L CD dot PNG,

01:33

that's just a gradient image

01:36

and we need to connect to something. We get a pop up dialogue

01:39

that alpha will only select a floating point input.

01:42

We can't supply an R GB connection there.

01:44

So let's choose luminance,

01:47

which is just the brightness

01:50

in our rendering. We can see the effect of the gradient applied.

01:53

The center here is a different color from the edges.

01:57

We'll select that bitmap node and rename it L CD gradient.

02:01

And in this case, we want this L CD noise combined to be the bottom layer.

02:07

So connected to the bottom layer

02:09

and we can disconnect the top layer.

02:12

The top layer is going to be a color corrected version

02:15

of this noise.

02:16

So let's drag out from the top layer R GB,

02:20

release the mouse

02:21

and choose Arnold

02:23

color

02:25

color. Correct.

02:27

And once again, let's reorganize our graph. So we can see a little bit better.

02:31

We want to connect the

02:32

multiply node to the input of the color correct node.

02:37

So now we've got the multiply node feeding the bottom layer

02:42

and also feeding the color correct, which is in turn going into the top layer,

02:46

we'll select that color, correct node and rename it as well.

02:50

We'll call it L CD noise adjusted.

02:53

And in its parameters,

02:55

let's increase the exposure by one stop. Bring that up to a value of one.

02:59

And now we see that it's brighter around the edges.

03:02

Let's also increase the saturation to 1.3.

03:06

And now it's more saturated around the edges as well.

03:10

All right. That is our shading network.

03:13

It looks a little bit daunting, but it's not quite that complicated. Actually,

03:17

we can make this a little bit easier to see.

03:19

We can select all of the nodes

03:22

and hide the unused node slots.

03:24

There's a keyboard shortcut for that which is h

03:28

might need to press that a couple of times

03:31

and then we can reorganize the graph.

03:33

Click up here on the graph to lay out hall

03:36

and here is our shading network

03:38

zooming in a little bit here.

03:40

We're taking two noises

03:42

multiplying them together

03:44

color correcting it,

03:46

combining it with the non color corrected version to create this gradient.

03:51

That's the background.

03:53

The background is actually the top layer of this composite node

03:57

once again, as I mentioned earlier because the vector map

03:60

is black letters on a white background

04:03

and the bottom layer

04:04

which is anywhere that the vector mask is transparent

04:08

is black

04:10

and then that is supplying the base color.

04:12

We've also got another composite node here

04:14

which is just so

04:15

with two flat colors

04:17

masked off by that same vector map.

04:20

All Right. Cool. So we can close our material editor

04:23

and we can exit out of isolate selection mode.

04:28

We see the Arnold render view update

04:30

and now we've got that L CD screen behind the glass.

Video transcript

00:03

That looks pretty good. But we can make this look even more realistic

00:07

by varying that base color.

00:10

So the areas around the edges are going to be a little bit brighter.

00:13

That's going to be a more naturalistic effect.

00:16

First, let's rename this new multiply node.

00:19

We'll call it L CD noise combined

00:22

to combine two different versions of that base color.

00:26

Let's make a clone of this composite node. Once again, hold down shift and drag

00:31

to create a duplicate

00:33

rearrange the graph a little bit here.

00:36

We're going to use a different source for the alpha here.

00:38

So let's delete this connection to the vector map.

00:41

You can select that wire and press the delete key.

00:44

This new composite node

00:46

is going to be the L CD background.

00:49

So let's rename it

00:50

the L CD background

00:53

and we'll take the output of the background node

00:56

connected to the top layer RGB

00:59

of the L CD base color.

01:01

And so far,

01:02

we don't see any difference because we haven't created

01:04

a mask or a variation on our noise.

01:08

We'll pan over a little bit with the middle mouse button.

01:11

So we need to supply something to the top layer alpha here.

01:14

So once again, drag out

01:16

release the mouse.

01:18

This time is going to be a bitmap. So choose OS L

01:21

bit map look up.

01:23

We're prompted to choose a bitmap from our current project's scene

01:27

assets images.

01:29

We've got one in here. Graphics L CD dot PNG,

01:33

that's just a gradient image

01:36

and we need to connect to something. We get a pop up dialogue

01:39

that alpha will only select a floating point input.

01:42

We can't supply an R GB connection there.

01:44

So let's choose luminance,

01:47

which is just the brightness

01:50

in our rendering. We can see the effect of the gradient applied.

01:53

The center here is a different color from the edges.

01:57

We'll select that bitmap node and rename it L CD gradient.

02:01

And in this case, we want this L CD noise combined to be the bottom layer.

02:07

So connected to the bottom layer

02:09

and we can disconnect the top layer.

02:12

The top layer is going to be a color corrected version

02:15

of this noise.

02:16

So let's drag out from the top layer R GB,

02:20

release the mouse

02:21

and choose Arnold

02:23

color

02:25

color. Correct.

02:27

And once again, let's reorganize our graph. So we can see a little bit better.

02:31

We want to connect the

02:32

multiply node to the input of the color correct node.

02:37

So now we've got the multiply node feeding the bottom layer

02:42

and also feeding the color correct, which is in turn going into the top layer,

02:46

we'll select that color, correct node and rename it as well.

02:50

We'll call it L CD noise adjusted.

02:53

And in its parameters,

02:55

let's increase the exposure by one stop. Bring that up to a value of one.

02:59

And now we see that it's brighter around the edges.

03:02

Let's also increase the saturation to 1.3.

03:06

And now it's more saturated around the edges as well.

03:10

All right. That is our shading network.

03:13

It looks a little bit daunting, but it's not quite that complicated. Actually,

03:17

we can make this a little bit easier to see.

03:19

We can select all of the nodes

03:22

and hide the unused node slots.

03:24

There's a keyboard shortcut for that which is h

03:28

might need to press that a couple of times

03:31

and then we can reorganize the graph.

03:33

Click up here on the graph to lay out hall

03:36

and here is our shading network

03:38

zooming in a little bit here.

03:40

We're taking two noises

03:42

multiplying them together

03:44

color correcting it,

03:46

combining it with the non color corrected version to create this gradient.

03:51

That's the background.

03:53

The background is actually the top layer of this composite node

03:57

once again, as I mentioned earlier because the vector map

03:60

is black letters on a white background

04:03

and the bottom layer

04:04

which is anywhere that the vector mask is transparent

04:08

is black

04:10

and then that is supplying the base color.

04:12

We've also got another composite node here

04:14

which is just so

04:15

with two flat colors

04:17

masked off by that same vector map.

04:20

All Right. Cool. So we can close our material editor

04:23

and we can exit out of isolate selection mode.

04:28

We see the Arnold render view update

04:30

and now we've got that L CD screen behind the glass.

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