Part 1 - Set Up The Scene - Arnold for 3ds Max
This tutorial will cover how to recreate the above render using a high resolution diffuse, bump and specular map connected to a Standard Surface shader. We will use a Skydome Light to create realistic specular reflections in the wood material.
- Below are the wood textures used in this example.
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Specular map | Diffuse map | Bump map |
- Create a polygon plane for the floor and assign a Standard Surface shader to it.
- Create a Skydome Light and connect an HDR map to its Color attribute.
Standard Surface
- Connect the diffuse map to the Base Color attribute.
- Connect the specular map to the Specular Color and Specular Weight attributes.
- Connect the bump map to the Bump Mapping parameter.
Bump Mapping
Only a very subtle Bump Depth value is required.
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Bump depth: 1 (too much) | Bump depth: 0.1 |