Showing posts with label 3Ds Max Lighting. Show all posts
Showing posts with label 3Ds Max Lighting. Show all posts

Monday, 19 October 2015

How to create Ambient Occlusion in Autodesk 3Ds Max




                                Ambient Occlusion use for contact shade which used in compositing for gettingthe depth. Now we will see how to create AO.

After creating the scene, go to in render setup,change the render engine from scanline to mental ray. Now take a material  and apply mentalray map - Ambient/Reflective Occlusion in the diffuse of that material . Then apply on your scene and take the render. Now we got the basic occlusion . Now we can work on the various parameters like max distance and Spread. For the quality enhancement we have to increase the sample value, but remember more sample value means more render time.
                                                       When you turn on the mantal ray the final gather automatically will on,but for Ambient Occlusion its not need . You can turn off the Final Gather.

                  A small tips ,by selecting your AO material and increase the Self illumination value to 100.Now check your render .It will give you the Good result. For further details follow the below video. Hope you all will enjoy.


Thursday, 5 March 2015

How to create Caustics in Autodesk 3Ds Max




Caustics are special light calculations which happens after the light ray hit any reflective or refractive objects like glass or shining metal. Caustics can be generated in 3ds max through Mental ray indirect illumination.

To start with you will be needed an object which is a reflective or refractive in nature. Like for this tutorial I have created a glass object. It will be good if you already went through our tutorial on how to create a glass in 3ds max .

Before start rendering we have to switch on the caustics option from the render setup > indirect illumination tab, but even before that we have to do two more important steps without which we can't even see the result and constantly get some error message from mental ray saying "There is no caustic generating the scene" and " There is no Photon emitter in the scene". These two are the most common warning or error message people get while creating the caustics.

To get rid of the first message you need to right click on the glass object > object property > mental Ray > and have to turn on the generate caustics option. For the "no photon emitter" message you have to right click on the spot light > Object properties > mental Ray tab > then turn on the generate photon option.

Now you can start to look at the basic render output for the caustics , and later on customize the caustic option from the Lights or from the render setup > indirect illumination. Follow the video below to get the details of the properties you need to control for the desired caustics effects.



Thursday, 19 December 2013

Lighting In Autodesk 3Ds Max shadow parameter in Lights - Chapter 06

Lighting In Autodesk 3Ds Max chapter 6 will teach you about the different shadow parameter rollout in 3Ds Max light's modify panel. As through these chapters we are concentrating the basics of lights in 3ds max, I will give you the thorough idea about the parameters of shadows. These parameters can be very effective during a scene lighting.


Here you will learn about how to change the Shadow color of the light. This this one is unnatural to be the color of the shadow being any other color than black but still this is one of the most important tool for an lighting artist while lighting a non-photorealistic scene in 3ds max. Other than the shadow color you can also manipulate the density of the shadow which is another useful tool which can save a lot of render time as you might not use any extra fill light to do so. In this tutorial I also show you how use maps in shadows and also how to create the shadow of atmospheric effects like cloud. So hope you enjoy the video.



Sunday, 8 September 2013

Lights In Autodesk 3Ds Max - Chapter 05



Welcome to the 5th Chapter of the Lighting series in 3Ds Max. In this tutorial, you are going to learn about the Advance effect roll out in almost every lights in 3ds max. In the tutorial we have covered different option like contrast, soften edge, projector map etc. Hope you will enjoy this.



Sunday, 11 August 2013

Lights In Autodesk 3Ds Max - Chapter 04



This 4th Chapter of Lights in Autodesk 3Ds max is fully concentrated on spot light. We will learn about the various spot light parameter of 3ds max like, Hotspot/Beam and falloff, then how to use overshoot or its limitations, how we can make the spotlight rectangular than circuler and many more. Hope you will enjoy.



Sunday, 4 August 2013

Lights In Autodesk 3Ds Max - Chapter 03



Hello and welcome to the 3rd Chapter of the Lights in 3Ds Max. In this chapter we are going to discuss about the attenuation of the lights. There are two kind of attenuation are out there in 3Ds Max , Near and Far , we will learn about the theory behind the attenuation and learn how to use them. Hope you will enjoy.



Thursday, 11 July 2013

Lights In Autodesk 3Ds Max - Chapter 02

In this second chapter of the Lights in Autodesk 3ds max, we will continue discussing about the light parameters. In this chapter you will learn about the Intensity and decay of a light. In the Intensity / decay / attenuation parameter.

Intensity of the light is pretty much straight. The multiplier option calculates the intensity of the light . You can change the color of the light by changing the color option box just beside of the multiplier parameter. Changing the color of the light is always very important for non-photorealistic lighting , though you can use them for photo realistic renders also.

The very next option for lights is the Decay. Decay controls the intensity of the light after emitting from the source. There are two types of decay in 3ds max . Inverse decay and inverse square decay. If you use none then light will not going to decrease after emitting. Inverse decay is something straight , where the distance from the object is inversely proportionate with the intensity of the light. The inverse square decay will make the calculation double, which means if you loose the double intensity according to the distance.for calculating the distance and effect of lights 3ds max have a gizmo on decay to help you out. The details of the decay calculation and how they behave in the scene has been discussed with example and detail in the video below.






Monday, 17 June 2013

Lights In Autodesk 3Ds Max - Chapter 01

Lights in Autodesk 3Ds Max chapters will give you a through understanding regarding the lights in 3ds max. Generally there are two kind of lights are there in 3Ds Max. Photometric lights and standard lights. In these chapters we mainly focus on the standard lights. In the standard Lights list you will also get two lights which have a 'mr' prefix on them these are the mental ray lights and these lights work with the mental ray render engine.

In standard light we will found three four different kind of lights , Spot light, direction light , Omni light and Skylight. To start with the lights lets start with omni light which is a unidirectional light means, this light emit the light in all direction. This light can be used for creating a light bulb, which also emit lights in multiple direction. Though the omni light is unidirectional it also depend on the angle of the surface. the more the surface is angled with the light less the light will effect on it.

In the modify panel you will get the general parameter of the lights. This general parameter is more or less same for all the lights except the skylight in 3ds max. In this general parameters you can change the light type from omni to spot to any other except to skylight. You can also switch on/off the light from here. Other than the omni light you can also make the light as a targeted light or not.

For enable the shadow effect for light you can turn them on from the shadow section and also can select the shadow type from the drop down list. Use global settings lets you to create or share the same settings for all the lights whose use global settings are activated. Like if we activate this 'use global settings' option for two lights and we change the shadow type of one light , from shadow map to ray-traced shadow , then the other will also change automatically. SO be very careful to use this option as this can change the entire scene dramatically.

The exclude option is really a tool that lighting artist would love to play with. This tool will give the artist a choice whether he/she want to block the effect of light or shadow or the both for an object. The video tutorial will give you some extensive look into the use of these parameters.