Material System Overview / 3ds Max
Verge3D supports the following types of materials available in 3ds Max:
- Physical with Arnold as reference renderer
- Standard with Scanline as reference renderer
- Physical glTF-compliant
Physical materials are GPU intensive, but look more realistic and also easier to use than standard materials. They work especially well for representing metallic and other non-trivial surfaces. Verge3D strives to reproduce physical materials using Autodesk Arnold renderer as a reference.
You can set up the environment texture using the Environment and Effects window.
Most 3ds Max' presets of physical materials are ready to be used with Verge3D.
Material parameters can be animated or changed with Puzzles or with code using Float or Point4 material Controllers.
Though considered outdated, these materials are well suited for viewport display and show excellent performance. Verge3D strives to reproduce them using Autodesk Scanline renderer as a reference.
Standard materials are flexible and powerful enough for creating various setups.
Material parameters can be animated or changed with Puzzles or with code using Float or Point3 material Controllers.
If your content needs to be compatible with glTF 2.0 standard for some reason, you can use physical materials for this purpose as described below.
According to glTF 2.0 standard, material information is encoded in a set of textures: base color, occlusion-roughness-metallic packed in R, G and B channels respectively, and normal.
You must, however, use separate bitmaps for occlusion, roughness and metallic. Verge3D will automatically combine them in a single texture upon export. Be sure to enable glTF 2.0 compatible checkbox in the material settings panel.
Please refer to the glTF Materials section of this User Manual for more information on how to set up these materials.
Feel free to ask on the forums!