Affect reflectivity value based on diffuse color(3ds max/vray) ?


#1

How to affect the reflectivity value based on the diffuse color of a texture , for example if I don’t want the parts of a 3d model which are black to reflect anything and make the parts which are red to have reflection ? I am using 3ds max and vray .


#2

You could use the red channel of the diffuse map to drive the reflectivity. Don’t know if max can do that, I am a maya guy, but if it can’t or you need better control then best to make a separate map in photoshop or whatever you prefer that uses as its base the red channel of the diffuse colour map.


#3

Of course you can do this in 3ds Max. Pipe your diffuse map into the reflect slot, either as a copy or an instance.
To seperate the red channel(or any other) I’d use an RGB Tint Map in order to tone green and blue down.


#4

I am using a model with other colors also , the red was just an example but what I want is that there shouldn’t be any reflections on the areas which are black or grey , and can you give a detailed explanation of how to go about it? I am new to 3ds max


#5

Vray materials have a slot for reflect. The map in that slot controls the amount of reflectivity of the material(as you may have guessed). White = full reflectivity, black = no reflectivity.
If you put a bitmap into that reflect slot, Vray will use the luminance of the pixels to control the reflectivity.
If you want to exclude the grey parts too you’ll have to use a color correction map to tone the map down, increase the contrast or decrease the brightness.
3ds Max material editor is pretty easy to use and there are literally millions of tutorials on the internet, try google or the manual, it’s not that hard.