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.
In this tutorial Rigels Tahiri share a nice & easy way to create water using V ray and 3ds max. To create that we can take a simple plane geometry and apply vray material in it . Then we have to use noise map in the bump slot to fake the ripple of the water . This technique of creating water is for closed water bodies like a small pool or pond, we cannot use this for bigger water surface like ocean.
Now after satisfied with the bump amount or the noise size, we can create the reflection and refraction for the material. V Ray material provides the photo-realistic and physically accurate calculation for the water if we can fetch the right value on it. put some light in the scene and there we go, our water material is ready.
Hello everyone, In this tutorial we will learn how to make a ghost shader or material in 3ds Max. This is sometime quite important tutorial on texturing in 3ds Max. For creating a ghost looking material first we will take a simple standerd material in 3ds max material editor. Now turn on the self illumination to the maximum after choosing the color of your ghost material. now for the material looking like ghost the outline of the object should be opaque/visible and the inner portion will go invisible.Now set the falloff type to "fresnel" to make the transparency more tight.
After you are satisfied with the transparency, we have to give this material a glow. To create the material glow from the outline of the object we have to go to environment and effects > go to effects tab and add blur. This blur will be working according to a pixel threshold level. Follow the below video for the detail steps.
Texture Baking is one of the most important segment in Game industry as you need to optimize your texture and shadow for the game engine. This tutorial will help you to get it done easily in Autodesk 3Ds Max. Here I have created a very simple scene with only two lights and a teapot over a plane.
Now I need to bake the lights in the texture itself so that we can have the same feeling og the texture and the object even without the light. after that we can call them into a game engine like unity or unreal. In this scene I want the shadow of the teapot to be there as a part of the texture.
For baking the texture select the shadow casting surface as well as the shadow receiving object which is in this case the teapot and the plane respectively and then go to the rendering menu > render to texture. Here add the diffuse map as output, also the most important thing is light and shadows, Don't forget to turn them on from the output section. Next you have to switch into render option in baked under the automatic mapping section. Now when you hit the render you will get the texture baked in your hard drive and also applied on the objects respectively. After you render it,even if you delete the lights from the scene you will still get the effect of the lights.
Hello everyone, Creating ice cube in 3ds max is actually very easy. This tutorial will guide you through the steps by which you can create the ice cube effects easily. For creating the ice cube apart from the texturing or the ice material the shape of the object is also play an important role in the final look. First we will create the proper shape of the ice cube then we will concentrate on the shading or the material.
For creating the shape of the ice cube we will take the chamfer box . Then we have to use the noise modifier to make the surface uneven, as the surface of the ice cubes generally looks, remember the surface will not be rough but uneven. So check for the scale value and the axis strength in the noise modifier.
Now as our model is ready we have to move to material. Creating the material is very easy. Select any material slot in the material editor , apply raytrace map into refraction slot of the material. to make the impact more accurate use falloff map in transparency slot. Here fall off map play a major role for the final look of the ice. Now to make the surface uneven more accurately put noise map in the bump map slot, and maintain the size to a small value. Now again for the falloff map the type of the falloff map should be Fresnel . Fresnel helps us to vary the transparency values according to the camera angle and facing of the object towards camera.
Now as the basic ice has been created we have to make the final look of the ice. As we know for the ice cube the core of the cube is always kind of hazy . That look can be done through an important option available in Raytrace map which we put into the refraction slot. So for the same go to refraction > Raytrace material extension and turn on the Fog in internal density section. This will give you the ultimate look for the ice cube. You have to play with the start value end value and the amount parameter to get the exact look you desired. Enjoy the video and do make some comments.
Rendering wireframe in Autodesk 3Ds Max is very easy. Just you have to switch on the wire option in the material editor under the common material options. But that will work only as wireframe . If you want to show your surface and the wireframe both , like in modeling showreel or demoreel to show the recruiter how good your topology is, then you have to use a few different steps in 3Ds Max. This video tutorial will show you how you can achieve your goal with ease. To accomplish the target first we have to change the standard material to a composite material. Here you can discard the old material type to avoid the material conflict, in fact I will suggest you definitely do so.
When you select the composite material make the base material as the standard color you want to put on the model while rendering and turn on the wire option in the material one. After this there will be one click and you are ready to render your model. GO through the video tutorial and you get the idea in Details. Have fun.
Glass in V Ray & Autodesk 3Ds Max is totally depend on how you use the material parameters. In our real world Glass has two basic properties which play the key role. Reflection and refraction. In the material editor though you can use the standard 3Ds Max material , I will recommend you to use Vray material than the standard 3ds max. Vray material always calculates physically accurate when you use VRay render engine. Apart frm the physical accuracy the most important factor for raytrace material rendering is time. VRay material calculate the end result far faster than the standard one. So we have two supportive points to use Vray material.
In Vray there are no option called opacity . As it is a physically accurate the reflection do the transparency calculation with help of refractive index, which is the other key parameter you have to look for. After working on the reflection and refraction to give the final touch we have to use an HDRI image in the reflection/refraction override on the render setup window. So watch the video in details and have fun.
Welcome to our New Section of Texturing. In this Chapter we will discuss about the very common shading setting in any 3D application, that is how to create a Glass. In this tutorial we will learn how to create Glass effect in 3Ds Max without using any external material like mental ray or V Ray. Hope you will love it.