
and in the rollout General Parameters > Light type deselect on (refer to the image on the left).
, select a free slot and click on Get Material
, then look for and double-click Vray HDRI. Click on the Browse button, search for the hdri map file you have downloaded, doubleclick/open it and finally select Spherical Environment.
, if you haven't done it already, open the Current Renderers rollout and click on the Assign button on the left side of Production, select Vray in the new window and click ok.
select another free slot. In the Blinn basic parameters rollout, under Specular Highlights, set Specular level to 130 and Glossiness to 60. Then expand (if it isn't expanded) the Maps rollout. Click on the button named None near Diffuse color and it'll appear the Material/Map Browser window. Under Browse From select Mtl Library and doubleclick on the Tiles.jpg map. Click on Go to Parent
(this button will take you to the main window of our material). You will notice that Tiles.jpg substituted "None" on the button near Diffuse: drag and drop this map on Specular Level and on Bump buttons, and any time 3DsMax will ask you if you want an instance or a copy, click Copy.
Click on the None button near Glossiness, and this time select New from Browse From; then, click on Noise. Leave the default settings untouched and click Go to Parent
. Last thing to do is to click on None near Reflection. In the new window, doubleclick on Falloff, set the Falloff Type to Fresnel. Click on the None near the white color and in the new window select Vray Map, leaving the settings untouched. Once you have done this, click on Go to Parent
until you reach our material's main window (that is, until you cannot click it any longer). Finally, again near Reflection, set the number in the edit box from 100 to 40.
select another free slot. In the Blinn Basic Parameters rollout select any color you want (this will be the color of the sphere) by clicking on the rectangle near Ambient. Under Specular Highlights, set Specular level to 250 and Glossiness to 70. In the Maps rollout, click on the None near Reflection. In the new window doubleclick on Falloff, and set the Falloff Type to Fresnel. Then click on the None near the white colo and select Vray Map in the new window. Once you have done this, click on Go to Parent
until you reach the material's main window. Finally, again near Reflection, set the number in the edit box from 100 to 50.
, in the Image sampler (antialiasing) rollout, select Simple two level. In the Indirect Illumination (GI) rollout, select On, and make sure that under First diffuse bounce Irradiance Map is selected (set 25 for HSph.Subdivs and 85 for Interp.Samples), and under Secondary bounces Direct Computation is selected. Finally, in the Caustics rollout select On.
, then on Modifiers List and select UVW Map. Under Mapping groupbox, select Box, and set Lenght, Widht and Height to 150.
, click on Render and see the result!sandy wrote:
Script by Alex