The materials used in this tutorial can be downloaded here.
Drag and drop the CAD files into the 3ds Max viewport to import them all at once
The scene is simply lit using a studio HDRI connected to the color of a skydome_light light.
Choose a bitmap (HDRI) for the Texture of the skydome light
To test the lighting, we can quickly assign a standard_surface shader to the camera.
Render the scene using the default Arnold sample settings. These settings are fine for IPR test rendering the scene. Do not worry about any noise in the scene at the moment. We will change the sample settings once we are happy with the lighting and shading at the end of production.
A studio lighting scene can be downloaded here.
Next, we need to change the background environment color to white.
cell_noise → bump3d → standard_surface
ramp_rgb → uv_projection → standard_surface
wireframe → opacity of standard_surface
utility → edge_color of toon -> Map to Material
facing_ratio -> color_correct -> standard_surface
Arbitrary Output Variables (AOVs) Manager. Create diffuse, specular, specular_indirect, transmission, and background AOVs.
We encourage you to spend some more time with the MAXtoA user guide where you can find other tutorials such as this.