2020-01-1410:12 AM - last edited on 2023-05-1111:35 AM by Noemi Balogh
2020-01-1410:12 AM
ASM Techbase is today starting with Part 1 of the CineRender Surface Material Series. The first Tutorial covers the size and color channel. This series is going through all the important Surface Channels you need to create any custom material you want. Enjoy Carsten
Link for Part 1 of the Surface Channel Size + Color here:
ASM Techbase just uploaded Part 2 of the CineRender Surface Material Series. Part 2 covers the Diffuse Channel. This series is going through all the important Surface Channels you need to create any custom material you want. Enjoy Carsten
Link for Part 2 of the CineRender Surface Channel - Diffuse here:
ASM Techbase's Part 3 of this Surface Material Series is looking at the Luminance channel. If you know how to use it , you can achieve some excellent looking results. Actually, you can use this skill to slightly lighten up a dark ceiling as example. I know this is cheating a bit but if you run out of time to deliver your CGI to the client and this helps, nobody will ask you how you did it Enjoy Carsten
ASM Techbase continues this week with the CineRender Surface Material Series. Part 4 of this Surface Material Series is looking at the Transparency channel.
This channel is essential to know if you do 3D Visualisations. Every building has windows and many of them have handrails which have transparency when constructed with a type of glass ( clear, tinted, frosted, etc. )
The tutorial is showing you the ins and outs of the CineRender transparency channel including refraction.
The CineRender Reflection channel is part 5 of this CineRender Surface Material Series from ASM Techabse. Reflections are almost every where on surface materials, if not a sharp one then usually some blurred reflections. This is one of the most important channels to master, if you want to create realistic surface materials.
Link here:
ASM Techbase's Part 6 of this Surface Material Series is looking at the Environment channel. This channel is very helpful if your model has very little or no surrounding 3D model content. The Environment Channel helps with this problem to get better reflection on glass, metal or any other surface which has some slight reflection.
Part 7 of the CineRender Surface Materials series is about the bump + normal map channel. These channels are almost always in use by me, as they are really important in regards to make a material look realistic. The tutorial will also explain the difference between a bump map and a normal map.
ASM Techbase continues this week with the CineRender Surface Material Series. Part 8 of this Surface Material Series is looking at the channels of alpha + glow. The Alpha channel is a really important one so don't miss it !
Link here:
Part 9 of the CineRender Surface Materials series is about the displacement + grass channel. You will see an interesting fact for the displacement map in CineRender. The grass channel is very powerful and looks great if you know how to use it right.
Link here: