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Using Poliigon overlays to add surface imperfections in 3DS Max with Arnold
Using Poliigon overlays to add surface imperfections in 3DS Max with Arnold

A 3DS Max / Arnold tutorial on adding surface imperfections to a Poliigon material.

Updated over a week ago

This tutorial uses our legacy tool, the Material Converter for 3ds Max. We've released a newer plugin for 3ds Max that can be downloaded below:


This tutorial follows on from our other video, Using Poliigon textures in 3DS Max with Arnold.

High quality textures are just the first part of creating realistic, believable materials. In the real world nothing is clean, even the most sterile environment will have imperfections and it's important to replicate that when creating realistic renders.  

Steps

Smudges

  • Create a new image texture node and load in the smudges texture (use the white smudges on a black background), be sure to click on override in the color space options so the gamma is set to 1.0. 

  • Add in a multiply node and connect the texture to it, this will allow finer control once the setup is complete.

  • Add in an add node and feed in the original roughness map into the first input and then the smudges into the second.

  • Connect the add node to the roughness input of the Arnold shader.

  • Adjust scaling via the texture node and strength via the multiply node.

Scratches

  • Create a new image texture node and load in the scratches texture (use the greyscale white scratches on a black background)), be sure to click on override in the color space options so the gamma is set to 1.0. 

  • Add in a Bump 2D node and feed in the original normal map into the normal input and scratches texture into the bump_map input.

  • Adjust strength as required via the bump2d node.

Downloads:


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