Here's a tutorial on how to create a chrome material in a number of
different ways for 3dstudio max, although the theory will work for any
renderer. I highly recommend reading my Metals
and
Reflections tutorial first, as it will discuss what a diffuse
reflection is, a specular reflection is, how a specular reflection and
a "reflection" relate to each other, etc.

Polished Reflection vs
Glossy Reflection
Polished and Glossy are two words I'll be using a lot in this
tutorial. The difference is this...
The basic ingredients are as follows:

The first material in the file is a Brazil Advanced Material. Set
the diffuse
to Black. Add a falloff map to the reflect slot, set to fresnel, check
the Override Material IOR checkbox, give it an IOR of 20. Turn off
specular highlight if
you want to use real raytraced reflections only and not light the scene
with specular lights.
The second uses the Brazil Chrome Material. These materials are
quite similar. The Chrome Material automatically has no diffuse, turn
the reflections on, note that
there's no IOR control, this material will be 100% reflective. While an
IOR of 20 is ALMOST perfectly reflective, it's not completely, and so
you'll notice a little of the black diffuse color peaking through on
the Brazil Advanced Material. This material has none of that. Turn off
specular highlight if
you want to use real raytraced reflections only and not light the scene
with specular lights. Note: the advantage of using the chrome material
is that it's more optimized than the Advanced material (since it's been
specifically written only for chrome), so it'll render faster. The
disadvantage is that if you want to add a little diffuse back to your
material, you can't, hence I would generally recommend using the
Advanced Material since it's more flexible, but the choice is yours.
The basic ingredients are as follows:

The Relationship Between
Diffuse Reflection and Specular Reflection
In any real surface, the diffuse component and the specular component when added together must be equal to a value of 1. So if your specular is at a value of 1, or pure white, your diffuse should be a value of 0, or pure black, so together they equal 1, or reflect back as much light as it receives. In cg we can cheat this, however, the more we cheat it the less real the surface is likely to look. So in metals, since they have a strong specular reflection, you must compensate that by reducing the diffuse. That's why in the above examples the diffuse is always black or close to black, the more specular reflection, the less diffuse. For more info on Diffuse and Specular Reflections, see my Metals and Reflections tutorial.
Don't Use The 3DStudio Max
Metal
Material
Here's some tips about doing faked or environment mapped chrome in max. First off, a lot of max people think that to get good metal all you need is the metal shader inside the max standard material. Seems logical, it is called Metal afterall. However, I highly recommend not using the metal shader EVER, due to the complete lack of control it gives you over the look of your material.
The problem is that with the max metal shader, if you increase the
specular highlight, it automatically reduces the diffuse amount. But
wait, isn't that what we want? Well yes, we do want a material with a
strong highlight and almost no diffuse, but the problem is the
"automatically" part. The metal shader in max is a vast
over-simplification of a
shader known as Cook-Torrance. Such a simplification, that it takes too
much control from the user's hands. As an
artist, we need
to be able to control that diffuse amount so that a material can look
the way we want it to under many lighting conditions.
The problem manifests itself like this. You make a metal shader, increase the highlight, think it looks all good, but then when you place it in your scene, you can place a light an inch from your model, crank its multiplier to like 1000, and still only see the highlight and no actual object (see the example below). Well, to make this look nice, we'll need to add a slight amount of diffuse in. But wait, adding diffuse means the specular will automatically get less. But I don't want that! Well too bad, you used the metal shader! One quick fix solution is to have two lights for every light in your scene, a specular only light and a diffuse only light. But that adds unneeded complexity, not to mention slower rendering.

The solution is
to throw
away the metal shader, and use blinn for your metal materials. Here's
how to make the conversion. Here's the max file that made the
images below, max5: no_metal_shader.zip
Open the file and follow along with the instructions below.
Slot 1 is a max metal shader (such as the one on the left in the image
below). If you grab the diffuse
color swatch of the metal shader, and bring its luminance value up and
down. Notice how the
highlight grows and shrinks. Do the same with the ambient swatch.
Notice
the slight change in overall color. So basically, the diffuse color is
now the highlight control, the ambient color controls anything that is
not highlight, and you no longer have any control over the diffuse. So
your material might look fine in your default lighting setup when you
make
the model, but in complex scene lighting situations, you'll waste
countless
time trying to tweak that lighting. So lets change it over to Blinn.
Copy
your material to the next slot. Change the second material's shader
type to Blinn. Notice the changes, the highlight looks smaller, and the
diffuse got brighter.
So the second material no longer looks like metal, but now you have full control over both the diffuse and the highlight again. The first thing to try is to get back to something that looks like our metal shader using the Blinn controls. Reduce the glossiness to 50, and bring specular level to 250. Take at look at your highlights, they're now about equal. Now bring your diffuse color to RGB 35, 35, 35. Notice the two materials look very similar now. The difference being if I now want to add some diffuse back into the material (or remove it) once I start lighting, I can.
So in general, to make a blinn material look like a metal material,
make the diffuse color close to black, push your specular level to
200-300
(for a large intensity), changing your glossiness changes the size of
the
highlight.
Also note, the Brazil Advanced material also has an automatic
feature that will decrease the diffuse as you increase the reflection
amount. First off, this is based on much better math than the metal
shader, so it's not a bad idea to use it, but if you really want the
extra control, just switch the reflection mode from "Blend" to
"Additive", now you can adjust the reflection amount separate from the
diffuse amount. Just remember to try and keep that diffuse to specular
balance we discussed before, or the material will look fake.
A final note, a guy named Michael Bailey did write an actual
Cook-Torrance shader for 3dstudio max, available here.
However, it's only available for max 4 and 5, it never got recompiled
for max 6 or 7. Here's an interface shot...

Notice it has a specularity value as well as a specular level. If
you need more diffuse color, you can reduce the specularity and then
increase the specular level or index of refraction to keep a strong
highlight while still retaining some diffuse shading, something the max
metal shader can't do.
Glossy Environment Mapped Chrome
The basic ingredients are as follows:








You can also use a standard material to make chrome, however note
that the standard material has
a single reflection slot that holds both the thing the material should
be reflecting (the environment map), and the intensity of the
reflection (based
on the luminance values of your bitmap). The raytraced material
breaks
that up into an environment slot, which controls what to reflect, and a
reflect slot, which only controls how strong the reflection is using
any
black and white map (a colored map in this slot will also tint
reflections,
but that topic is beyond the scope of this lesson). I prefer using the
raytrace material because it gives me 2 slots which means much easier
control over my material, rather than trying to squeeze both functions
into a single map like standard does. And of course, if using brazil,
use the Advanced material, since it has similar controls to max's
raytrace material.
Another note about Environment maps, instead of adding the map to the environment slot of your material, you can also place the environment map in the Environment map slot in the Environment dialog. This allows you to declare a global environment for all the materials in your scene. It will also show the environment in the background of your rendered image too, so if you don't want that, use the material slot instead. Also, if a material has an environment map in the slot, AND you have an environment map in the Environment dialog, the material will use the one in the material and disregard the one in the Environment dialog.
Glossy Environment Mapped
and Raytraced Chrome
The basic ingredients are as follows:

