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3D water illumination tutorial in daylight system created by 3d studio max .

3D water illumination tutorial in daylight system created by 3d studio max .

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Published by hasib
It is a 3d max tutorial using mental ray it uses max 2009
It is a 3d max tutorial using mental ray it uses max 2009

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Published by: hasib on Apr 29, 2010
Copyright:Attribution Non-commercial

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11/05/2012

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In this 3ds Max tutorial we¶re going to create a 3d water surface that could be a lake, a sea, or an ocean. The 3d water is illuminated with the Daylight system. It might soundcomplicated but it¶s actually pretty simple (at least in 3ds max 2010) since the default settings work so well
Step 1
Mental Ray Renderer
 
 We¶re going to render the 3d ocean with the Mental Ray. By default 3ds Max uses the Scanline renderer so we have to change that. Change the renderer to the Mental Ray (
Rendering > Render Setup« > Common tab > Assign Renderer > Production
).
Step 2
The Basic Geometry for the 3D Water
 
Create a Plane (
Create panel > Geometry > Standard Primitives > Plane
) in the top viewport . Modify the Plane (
Make a selection > Modify panel
) according to the following parameters :
y
 
L
ength: 500
y
 
 Width: 500
Step 3
Camera Above the Water
 
Create a Target Camera (
Create panel > Cameras > Target
) in the top viewport to the center of the plane. Go to the right viewport and place the camera and the camera targetaccording to picture below. Activate the Perspective view and press C in the keyboard to activate the Camera view.
Step 4
Material to the 3D Water Surface
 
Open Material Editor (
Rendering > Material Editor«
) and create an ocean material:
 
1.
 
Click ³Get Material´ button and select (
doubleclick 
) µArch & Design (mi)¶ from the list.2.
 
Select the ocean plane and assign the material to it.3.
 
Select template from the drop-down list: Water, Reflective Surface
Step 5
3ds Max Daylight System
 
 We¶re going to illuminate our 3d ocean scene with the Daylight system. Daylight is a system that mimics real world sun. Create the Daylight system (
Create panel > Systems >Daylight
) in the top viewport. A new dialog appears. 3ds Max suggests that you use mr Photographic Exposure Control with EV=15. Just click YES. ( If the dialog doesn¶t appear,apply the setting manually (
Rendering > Environment« > Exposure Control
)). Modify the following parameters of the Daylight:
y
 
Daylight Parameters
y
 
Sunlight: mr Sun
y
 
Skylight: mr Sky(A new dialog appears. 3ds Max suggests that you use mr Physical Sky. Just click YES. If the dialog doesn¶t appear, apply the setting manually (
Rendering > Environment« > Common Parameters > Background > Environment Map
))
y
 
Position: Manual (
this setting allows us to place the sun manually, instead of using real world location and time
)Place the daylight so that it shines straight from the top like in picture below.
 
Step 6
First Render of the 3D Ocean
 
 We have the ocean and the daylight system so it¶s a good idea to check how the rendered image looks like. Your image should look similar to picture below. In the background you see the mr Physical Sky environment map which was added automatically in the previous step. The brown line represents the ground in the background map. Thanks toMetal Ray¶s lume shader the plane looks like and 3d ocean already. However, there are some things I¶d like to change:
y
 
Horizon should be lowered to hide the ground
y
 
Smaller Waves
y
 
More blue and saturated colors to both ocean and the sky 
y
 
L
ittle brighter image
Step 7
The Horizon
 
The horizon can be lowered in the parameters of the Daylight (
Make a selection > Modify panel
):
y
 
mr Sky Advanced Parameters
y
 
Horizon
y
 
Height: -0,1 (
 you might need higher value. It depends on your camera angle.
)
Step 8
Smaller and Bluer Ocean Waves
 
Open Material Editor (
Rendering > Material Editor«
) and make the following changes to the ocean material:1.
 
Main Material Parameters
y
 
Change the color to blue (
for example hue: 0,62
)Special Purpose Maps
y
 
Click on the (Ocean (lume)) shader and make the following changes:
y
 
L
argest: 2,5
y
 
Smallest: 0,12(
These values change the size of the sea waves
)

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