
It darkens the tiny shadows on the surface and creates a more realistic result without increasing the render time. It should be used to create more realistic materials in 3Ds Max. The Ambient Occlusion (AO) map can be used to fake soft shadowing in the bumps of a surface. Albedo/Base Color Map setup in 3Ds Max for PBR Texture Ambient Occlusion If the Ambient Occlusion (AO) is available, then the Albedo map should be multiplied with the Ambient Occlusion map using a Composite node with blending mode set to Multiply. This map should be plugged into the Diffuse Map input of the VRayMtl. Load the Albedo Map through a Bitmap Node. The Albedo/Base Color map defines the colour of a surface. UV Map setting in VRayMtl in 3Ds Max for PBR Texture Connecting texture maps to the shader Albedo/Base Color For PBR Materials, the UV tilling and offset of all maps of material should be the same to get the best results.

Here you can set the UV tilling and offset for each map. If you Double click any bitmap node in the Slate Material Editor, you will see options for tilling and offset under the Coordinates section on the Parameter Editor window. Use roughness setting in VRayMtl in 3Ds Max for PBR Texture UV Coordinates and Mapping

Since we are using a Metallic/Roughness setup, select Use Roughness under the BRDF section on the Parameter Editor window of the VRayMtl. 3Ds Max PBR Material Setup Prerequisites Material: VrayMtlĬreate a new VRayMtl using the Slate Material Editor in 3Ds Max and apply the material to a surface to set up the PBR Material.
