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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.
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.

Bump depth: 1 (too much) Bump depth: 0.1

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