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Where can I find a ready to use material library for Arnold for 3ds max? I'd like something similar to the Autodesk Material Library that Mental Ray had. I don't want to have to re-create common materials by hand.Is there a website like vray-materials.de for Arnold?
>don't want to have to re-create common materials by hand

Too fucking bad. Get used to that. Plus, if you make it, you can sell it.

Incidentally, is there an official name for those little widget things that are used to demonstrate shaders.
I'm pretty sure it's called a "shader ball"
Speaking of this is there a material library for Redshift? I am working right now with Arnold V-Ray Redshift Octane and Mantra and my head is slowly exploding, this shit is fucking impossible.
V-Ray has SigerShaders and VRscans libraries, it's the most popular renderer so of course it has the most options.
GPU renderers are all very new so I doubt you'd find many for them.
You can also use Substance Designer to do the heavy lifting.
Wait, could i just download (completly legal :^)))) Substance Designer take a material from its library apply it and export it to the render engine i want to use?
Dude why the fuck don't you just use SP or Quixel in the first place?
You don't even need SD itself to open a Substance file if it's the packed sbsar format, just open it right up, many 3D programs support it.
Well, so there are no online libraries for Arnold yet. Where can I find charts with the different values for creating each type of material.
>Just tweak it until it looks good
Wouldn't that defeat the whole purpose of PBR?

I always call them a "trailer hitch", I don't know if there actually is an official name for them.
you sure you know what PBR means dude ?

I was drinking Pabst Blue Ribbon before it was cool.
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So what's the advantage then? Wasn't the idea that you took out the guesswork of material creation by having materials obeying the laws of physics? If you'll just end up tweaking them until it looks good, aren't you doing the same as with older methods of material creation?
I'm not here to argue, I just want some guidelines to create materials without the guesswork, or better yet, a library of ready to use materials.
Alright, so is there any library that I can buy that you could recommend?
>Wasn't the idea that you took out the guesswork of material creation by having materials obeying the laws of physics?
Exactly right, when using shaders with metal/roughness like in Arnold, the shader makes assumptions about the type of material you're making and does the changes under the hood in its own. Even a metalness value of 0 is already equal to specific values set in a similar spec/gloss shader. This means that no matter what values you put in the shader while tweaking it, Arnold will always readjust itself to make the material appear properly realistic.
Compare this to VRay materials, where you still have to set things up manually, like fall-off curves, if you want physically-correct behavior, however it does have an advantage in the few situations where you want to make an object that's, for instance, simultaneously non-metallic, but also very glossy, like gemstones - in a PBR shader there's actually no way to do that, even though it's objectively realistic for it to be so.
So the simple explanation is: Arnold shader is hard to "break" with bad values but is less flexible, VRay shader requires you to be very knowledgeable to use it, but there's nothing you can't create with it.
>but there's nothing you can't create with it.

Every V-ray fluid material i saw looks like complete shit even the most basic water/ocean
Speaking of that can he just buys vray mat library(which comes with texture and all) and translate that to arnold and resell?

Its all 'PBR' spec so to speak so conversion should be simple.
Slightly unrelated but do i need to download mtoa separately for maya2018?

I noticed that out of the box, some nodes like the arnold lights don't work even though it came preinstalled with maya.

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