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OVERVIEW
In this tutorial i will tell you the method of studio lighting. For the rendering i used Vray 1.5rc3, the latest versio
"Corbusier" was modeled in 3ds max 9. With the knowledge of this tutorial you will be able to present your mod
The main parts of the tutorial are :
The next step is selecting the two edges behind the chair and pull them up while pressing the shift button... With
the third picture.
We will use a Turbosmooth modofier on the plane, but to controll the way of smoothing
we have to chamfer a few edges before.
Now change to top view ,copy the light and mirror it to the X axle. Place it to the right side of the plane and use
later, after the test renderings.
Create a Target Camera from top view with 35mm lens, and set it up as you see.
All right,choose vray as your primary renderer. Make a vray material with a light grey diffuse color, R:170/G:17
slot in the Global Switches tab.
Now all the objects in the scene will have this material, so this function is great to test lighting with a clay rende
lets see what we got here.
So this is what we have without any settings. No illumination,or any kind of sampling except the standard one. N
is time to move to the next topic.
SETTING UP VRAY FOR TESTS
To test the illumination in the scene we need to set up vray with low values. These are only tests ,so we only wa
change the image aspect ratio to 1.8 in the Common tab. Go to camera view and turn on the "Safe Frame" option
Safe Frame will help you to place youre camera to the right position and it
is also helps to notice unwanted parts in the view.
Now here comes the capital part of the Renderer tab settings.
Here is a short explanation of the settings above:
Default lights: turn it off ,we do not want any light, except the vray ones.
Adaptive QMC: A faster image sampling method than Adaptive subdivision.
Mitchell-Netravali: With this antialiasing filter edges will be sharp but not crisp.
Irradiance map + Light cache: the mostly used GI combination.
HSph subdiv: (GI samples) lower it to speed up the rendering process.
Show calc phase: The rendering process will be visualized, so if are not happy with
the effect you don't have to wait until the effective rendering.
Subdivision: The subdiv. of lightcache controls the number of traced paths...
The actual number of the traced paths is the square of the adjusted number.
So with 500subdiv. 250.000 paths will be traced.
Exponential: With this type of colormapping ,colors will be saturated so you can
avoid burnouts on the surfaces.
Dark multiplier: This controls the "Sternth" or the multiplier of dark colors.
Render region division: set it to 32x32 ,smaller bucket size less ram will needed.
with samller bucket size a faster feedback can be achieved.
All right, lets see the render with the mentioned settings.
At this point if you are satisfied with the result you can go to the next step.
Creating and understanding shaders is the following topic.
SHADERS
In this scene i used four or five shaders. Plasctic,Chrome,Leather,White fabric, and the white background of cou
Global Switches tab.
Lets take a quick look at the settings.
Diffuse: This controls the color of the material.
Reflect: Pure white means 100%reflections ,black means 0% reflections.
Refl. Glossiness: Controls the blurryness of reflection 1 means perfect
mirror-like reflections, lower values produce blurry reflections.
Subdivision: This controls the quality of glossy reflections, higher values
increase rendertime lower values produce noisy effect.
For testing /5-8/ final rendering /15-35 or higher if necesarry/.
Freshnel reflections: If you check it that means the strength of the reflection will
depend on the viewing angle of the surface.
In nature water and glass is reflecting in this manner.
The strength of the reflection depends on the Freshnel IOR too.
All right lets see the shaders in action...:)
At this ponit of the workflow it is very important to find the balance between speed and quality.
I will talk about the settings globaly, because some problems can't be solved
with only changing the value of an option.
Go to Image>Adjustments>Color balance
Than Image>Adjustments>Levels
And here comes the finished picture.
Congratulations ! you finished the tutorial...
I hope you liked it. ;)