Creating a granite material using procedural maps in 3dsMax
| Original Version By: |
| scrimski |
| Latest Version |
a few words before: I used 3dsMax default scanline renderer, the ColorCorrect plugin, written by Cuneyt Ozdas and script, written by Ronnie Olsthoorn aka Skyraider3D
http://home.wanadoo.nl/r.j.o/skyraider/e-light.htm
http://www.cuneytozdas.com/software/3dsmax/
I’m attempting kind of material like in the picture here, but with a smoother surface and not that complex in material properties.
The whole process requires a lot of trial and error(it took me nearly three days to create the desired material).
The modelling for this test scene is very simple, I used a box primitive with an edge length of 200, applied a Noise modifier and a MeshSmooth on it. The object on the right is a slightly modified Torus Knot at the same size, the pebbles in front are actually particles(Pflow with instanced geometry) and a plane for the ground.
I apply a Standard Blinn Material to all objects except the ground which I apply a Matte/Shadow material onto.
The diffuse color is set to a red tone with a saturation around 120, the Specular Level and the Glossiness set to around 30 in order to have a light not too broad highlight.
I apply a Dent Map to the Diffuse Slot and increase the size a bit, up to 250.
As there are no complete black and white in nature, I refine the colors of the Dent Map using a Noise map for Color #1. Size around 1, set the type to fractal and increase the contras of the noise by changing the values for Low and High Treshold. I choose a light grey for the Color #2, which is white by default).
To achieve the little black spots in the material I go up one level into the Dent Map again and copy the the noise map from Color #1 into Color #2, increase the size and swap the colors. I refine both noise maps by using a smoke map for the darker color slot, setting the blacks in the smoke maps to a very dark grey and the whites to a light grey.
I go up to the Diffuse level, create a mix material, keep the dent map and copy it into the other channel. On one of the dent maps I apply a ColorCorrect map(does not work for mental ray and Brazil)and decrease the values for brightness and contrast.
For the mask map I choose a Splat map and set the colors to black and white.
For the bump map I use a mix map, instancing the splat map form the diffuse as a mask map, copying one of the dent maps into a clor slot and applying a speckle in the other remaining slot. This will create a rather rough surfaces, so if you have something different in mind, like polished surfaces, use a different approach or even no bump map at all.
For the Specular Level I use a fractal noise map, decrease the size as low as possible and instance this map into Specular Color and Displacement which I set to a value around 5.
You might want to add reflections, I used a fresnel falloff with an instance of the dent map from the diffuse map in the side slot.
This is my final result, using an e_ight dome and some omnis(with disabled diffuse lighting) to kick the hightlights a bit.
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