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
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.
![Example of 3ds Max Physical Material](files/material-system-max/physical-material-example.jpg)
![Configuring 3ds Max Physical Material](files/material-system-max/physical-material.jpg)
You can set up the environment texture using the Environment and Effects window.
![3ds Max Environment and Effects window](files/material-system-max/environment.jpg)
Most 3ds Max' presets of physical materials are ready to be used with Verge3D.
![Physical Material presets](files/material-system-max/physical-material-presets.jpg)
Material parameters can be animated or changed with Puzzles or with code using Float or Point4 material Controllers.
![Animating material params](files/material-system-max/texture-atlas-animated.jpg)
Standard Materials
Though considered outdated, these materials are well suited for viewport display and show excellent performance.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.
![Example of 3ds Max Standard material](files/material-system-max/standard-material-example.jpg)
Standard materials are flexible and powerful enough for creating various setups.
![Configuring 3ds Max Standard materials](files/material-system-max/standard-material.jpg)
Material parameters can be animated or changed with Puzzles or with code using Float or Point3 material Controllers.
glTF-Compliant Materials
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.
![Example of glTF-compatible materials](files/material-system-max/gltf-physical-material-example.jpg)
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.
![Setting up glTF-compatible materials](files/material-system-max/gltf-physical-material.jpg)
Please refer to the glTF Materials section of this User Manual for more information on how to set up these materials.
Got Questions?
Feel free to ask on the forums!