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A&D Clay material (and other random stuff)

Recently I wanted to create a somewhat realistic clay material. After making a few variations I thought it might be helpful to others out there if I share my settings.

First up, here's a render of the material in my studio setup:
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Here are the parameters I used for my material:
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Notes on settings:
I used a medium Roughness settings to give the material some softness.
The reflectivity & BRDF values I used are simply what looked 'right' for the look I wanted. You'll notice a map in the color swatch of the reflection settings. I tried a few procedurals and they worked ok, but I wanted a more human touch to my material. So, I created a tilable fingerprint texture with Photoshop. I used this black & white image as both a bump map and a reflection
mask to break up the reflectivity. I'll attach my fingerprint texture because I think it could be useful for things other than this particular material.

Here's the tileable fingerprint map:
(click image to enlarge)


Quick note on my studio setup:
I used portal lights with mib_blackbody shaders providing kelvin control, FG & Photographic Exposure control. I placed single sided planes in front of the portal lights and applied an A&D material to the planes. I then placed a gradient ramp in the cut-out map of this material. Doing so provides a soft edge to the portal lights. I then linked these planes to their respective portal light so that when I need to move the light sources, the 'soft box' moves with it automatically.

Screen capture of studio setup:
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So that's one rather simple recipe for a clay material.

Now onto the 'other random stuff'. As I've done in the past, I'm just sharing a few tests that don't really fit into my gallery, or anywhere else for that matter.

I saw people using the Sponza scene and since it's been a while since I tinkered with that file I thought I'd give it a whirl in 3ds Max Design 2009.

Sponza Test
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Link to the Sponza Model:http://hdri.cgtechniques.com/~sponza/

In my gallery I posted a render of the Dwayne Ellis bathroom scene. Here's just another angle of that same scene:
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(my water material needed some lovin'!...note this and the other render of this scene in my gallery primarily use the new ProMaterials)

Up next are a few Cornell box tests with 3ds Max Design 2009. For reference I used real-world information provided via Richard Rosenman's site here: http://www.richardrosenman.com/project/?cid=59

Here's my resulting renders:
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(click image to enlarge)


NOTE: Obviously I needed to adjust my light placement so the shadows inside the box would better match Richard's photos. However, I was mainly interested in seeing how the new photometric lights in 3ds Max Design 2009 would compare. Good news...I think the results are pretty darn accurate!

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