3DS Max / Physical

This page outlines how to set up your materials for Stemcell. Any parameters not mentioned or shown should be left at default values.

Albedo / Basecolor

Base Color map should be set within the Base Color parameter slot.
Base Color map should have its gamma contribution set to sRGB.
Weight should be set to 1.

Metallic

Metallic map should be set within the Metalness parameter slot. Metallic map should have its gamma contribution set to Linear/Raw.
IOR value should always be left at default (1.52).
Reflections Color should be set to pure white.

If using an older version of 3ds Max, such as 3ds Max 2020, Base Color and Reflection color values will be merged when Material mode is set to Standard. To have the Base Color and Reflection Color values split, Material mode needs to be set to Advanced like shown right.

Roughness

Roughness map should be set within the Roughness parameter slot. Roughness map should have its gamma contribution set to Linear/Raw

Normal

Normal map will need to be placed within a Generic Normal Bump node before being plugged into the Bump Map parameter slot shown right.
Bump Map weight should always be set to 1.
Normal map should have its gamma contribution set to Linear/Raw.

Self Illumination / Emission

Emissive map should be set within the Emission Color parameter slot. Emissive map should have its gamma contribution set to sRGB.
Setting the Emission value to 1 within the Physical material produces a much higher intensity glow than all other shaders. To prevent this, set Emission Weight to 0.25. Examples of what the issue can be found on the right.

Opacity

Opacity map should be set within the Opacity(Cutout) parameter slot.
Opacity map should have its gamma contribution set to sRGB.

Transmission / Refraction

Transmission map should be set within the Transmission Color parameter slot. Transmission map should have its gamma contribution set to Linear/Raw.
Transparency Weight should be set to 1.0.

The lock on the lower right corner of the image (right) indicates that Roughness is also contributing to Transparency Roughness. If this is unchecked, the Roughness map will need to be plugged into Transparency Roughness so the model renders correctly.

3ds Max Physical Transmission Setup


Base Color Metallic Roughness Transmission
Grayscale Transmission
Colored Transmission
deep_glass_max_physical