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The Basics: Mental Ray in 3ds Max Design For AEC Renderings
The Basics: Mental Ray in 3ds Max Design For AEC Renderings
TheBasics
Materials
RecommendedMaterialTypes
Theflexibilityofmentalrayandtheevolutionof3dsMaxand3dsMaxDesigncreatedsomeconfusionaroundwhich materialshouldbeusedwithmentalray.Hereismyadvice:for99%oftheAECrenderingworkflows,youwillwantto usetheA&DmaterialortheProMaterials(ProMaterialsaresimplifiedinterfacesdrivingtheA&Dmaterialunderthe hood). Theothermaterialswillwork,buttheA&Dmaterialcontainsmentalrayspecificoptimizationsthatwillguaranteespeed andqualityover,forexample,thetraditionalStandardmaterialorthelegacyArchitecturalmaterial.
TheA&DMaterialfunctionalityisdescribedindetailshere: http://www.mentalimages.com/fileadmin/user_upload/PDF/arch_and_design.pdf
ThehighlightsmaterialsaretherecommendedmaterialstouseforyourAECrenderings..Right:ProMaterialWallPaint,Wood, ConcreteandCeramicatworks.(Models:MaximilianTarpini)
mentalrayin3dsMaxDesignforAECrenderings
LightsandShadows
UnitsandScale
Physicallybasedlightingcomputationimpliesthatlightattenuatesusingtheinversesquarefallofflaw,whichsimply meanstheintensityoflightdeclinesexponentiallywiththedistanceittravels.Therefore,itiscrucialthatthescaleofyour scenecorrespondstorealworlddataotherwisetheresultswillgetcorrupted. Acommonmistakeforexample,istoimportanairportatthesizeofashoeboxoraroomatthesizeofastadium.Inone case,thelightingcomputationwillbetoobright,andintheothercase,itwillbetoodark. Toverifyyourscalesettings,checktheSystemUnitScalesettingsintheCustomize|UnitsSetup|SystemUnitSetup dialogbox:
SystemUnitsSetupof3dsMaxDesign
RecommendedLightTypes
TherecommendedlighttypearethePhotometriclightsandthemrSunandmrSky.Theysimulaterealworldvaluesand playnicewithindirectilluminationcomputationsandcameraexposure.
mentalrayin3dsMaxDesignforAECrenderings
RecommendedShadowSettings
Therecommendedshadowtypefortypicalarchitecturalrenderingin3dsMaxDesignistheRayTracedShadowtype. Whilethismightnothavebeentrueinthepast,raytracedshadowsarefastertocomputethanshadowmaps,less memoryintensiveandhandletransparencybetter.Thisisusedbydefaultin3dsMaxDesign2010butnotin3dsMax 2010.
ExposureControl
RecommendedExposureControlSettings:
TherecommendedExposureControlplugintouseisthemrPhotographicExposureControl.Itisdesignedtomimicreal worldcamerasettingsandassumesthatthesceneenvironmentisphysicallybasedaswell(Sun,Sky,Photometriclights, properscaleetc.).
ThemrPhotographicExposureControlisrecommended.
Conclusions/RecapontheBasics:
1. 2. 3. UseanA&DMaterialorProMaterialsonallobjects. UsemrSunandmrSky,PhotometricLightsandRaytracedShadows. UsethemrPhotographicExposureControl.
mentalrayin3dsMaxDesignforAECrenderings
Simplifiedmentalrayrenderpanel
Scene:00_global.knobs.basics.max
ThesimplifiedmentalrayrenderpanelismeanttoreducethelearningcurveforRevitusersandacceleratetestrenders byprovidingyoufinetuningknobsforShadows,ReflectionsandRefractions:
LaunchtheExposureControlPanel
GlossyReflection
EdgeAntialiasing
GlossyRefraction
SoftShadow
Enable/DisableIndirectIllumination CacheIndirectIlluminationtoDisk
mentalrayin3dsMaxDesignforAECrenderings
ExteriorDaytimeRendering
Scene:01_exterior_rendering.max
DaylightSystem
TheDaylightSystemof3dsMaxDesignregroups2lightsourcesinthesameuserinterface:theSunandtheSky.Their intensityandcolorsareruledbytheirorientationinthe3Dspace,whichisaffectedbytheTimeandPositiononEarth. ThebluebackgroundishandledbyaspecialshaderthatmustbeassignedintheEnvironmentmap: 1. 2. 3. CreateaDaylightSystem;makesureitusesthemrSunandmrSkypluginsandsettheTimeandDate. EnablethemrPhotographicExposureControlandusetheExteriorDaytimepreset. AssignamrPhysicalSkyshaderintheenvironmentMapslot:thiswilladdthenicebluebackground:
4. 5. TurnONfinalgather:thiswillcreatetheindirectilluminationeffectandbecometheSkylight. Render:youshouldgetsomethinglikethisalready:
BackgroundskycomesfromthemrPhysicalSky environmentshader.
DirectilluminationfromthemrSunlightobject
(AllModelsinthisdocumentbasedonanoriginalfilefrom:(c)2007ElectricGobo/Karcher,www.electricgobo.com)
SkydomecontributioncomesfromthemrSky lightobject+FinalGather
mentalrayin3dsMaxDesignforAECrenderings
Addingcloudsinthesky
ThemrPhysicalSkyshaderhastheabilitytochangecolorandaffecttheappearanceoftheSunDiskwiththehaze parameter.Thisparameterismapablesoitmakesanexcellenthomeforcloudmaps: 1. 2. 3. AddaskyimageintheHazemapofthemrPhysicalSky.Dontforgettousetheproperprojection(Screen orSphericalforexample) IncreasetheOutputValueto~8toseetheeffect:thiswilldrivethehazevalueoftheSkybasedonthe image. Render:thecloudsnowappearontopofthecloud.Theyalsochangecolorbasedonthetimeoftheday.
Acloudimage(asimplephoto)modulatesthevalueofthe HazeparameteroftheproceduralmrPhysicalSky
AHazemapmustprovidevaluesfromarangeto0to~8tobe effective,hencetheboostdonewiththeOutputAmount.
mentalrayin3dsMaxDesignforAECrenderings
GlareShader(Bloom)
TheGlareShaderiswhatweknowasanOutputShader.Outputshadersareprocessedontopofthefinalimage,asa postprocessingstep.TheycanbeassignedintheRenderSetupdialog.
1. AddaGlareshaderintheCameraEffects|OutputslotoftheRendererTab(RenderSetupdialog)and instanceitintheMaterialEditor:
2. 3. 4. TheSpreadparameteristheonethataffectsthemosttheimage. Render:youshouldseesomethinglikethis:
IncreasethecontrastintheExposurecontroltolettheGlareshaderfindingthehotspots.
Glareshadereffect.Thestreakcomesfrom theStreakimage.
TheGlareShaderaddsthesmallsparktotheimage.
mentalrayin3dsMaxDesignforAECrenderings
ExteriorDayTimeRenderingTipsandTricks
1. 2. 3. 4. TheilluminationonthesurfacesisprovidedbytheSunandFinalGatherandnottheEnvironmentMap! YoudonotneedmanyFinalGatherBouncestohaveameaningfuleffect:FinalGatherbouncesareusually usefulforinteriors. Thegroundhasaneffectonindirectillumination:ifyouuseaverybrightgreengrass,yourbuildingwill probablyturngreenishaswell. TogettheGlareshaderworking,youneedahighcontrastimage:theGlareshaderanalyzestherendered imageandaddsthesparklestoit.Iftheimageistoofaint,boostitscontrastwiththeBurnparameter oftheExposurecontrol. UsetheExposurePreviewtoquicklypreviewtheimagesbrightness.
5.
mentalrayin3dsMaxDesignforAECrenderings
InteriorDaytimeRendering
Scene:02_interior_rendering.max
SkyPortals+FinalGather&MultipleDiffuseBounces
Thestrategydoadoptwithinteriorrenderingsistoidentifywindowsandopeningswithaspeciallightobjectthatiscalled aSkyPortal.Itsjobistofocusraysfromtheenvironmentthroughthewindowsandholesandavoidwastingalotof renderingtimewithtraditionalFinalGathercomputation.
ThemrSkyPortalfunctionalityisdescribedindetailshere: http://www.mentalimages.com/fileadmin/user_upload/PDF/arch_and_design.pdf
mrSkyPortalLightobjectpositionedinfrontofawindow,pointinginsidetheroom
1. 2. 3. 4. 5.
mentalrayin3dsMaxDesignforAECrenderings
6. Render:youshouldseesomethinglikethis:
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Exterioriswashedoutbecauseourexposure controlisadjustedforinteriors.
Lightingisonlyfromindirectillumination bounces.
FGbouncesdeterminesthenumberoftimelightwillbounceinsideyour space.Avaluefrom3to5istypicallyrecommendedforinteriorspaces.
mentalrayin3dsMaxDesignforAECrenderings
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InteriorDayTimeRenderingTipsandTricks
1. UsetheMaterialOverridefromtheRenderSetup|Processingtabtounderstandthelightingdistribution ofyourspace.Thiswillallowyoutoseethelightingeffectsonaneutralcolorasopposedtobedistracted byreflections,refractionsandtextures Note,however,thatyouneedtotemporarilyhidetheglasspanesinyourwindows,asthismaterial overridewillturnthemopaqueaswell,whichwillpreventthelightfromoutsidecominginside:
Aninteriorrenderingwiththematerialsoverriddenbyaneutraldiffusewhitematerial
2. 3.
Globaltuningknobsallowsforfastercontrolonallthescenematerialsandlightsforfastertuning.
4.
TheShadowSamplesaffectsthequality(graininess)oftheshadowsfromtheSkyPortals.Itisalso controlledbytheGlobalSoftShadowsPrecisionssliderintheRenderingpanel:
mentalrayin3dsMaxDesignforAECrenderings
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AmbientOcclusion
Scene:03_ambient.occlusion.max
WithoutAmbientOcclusion
WithAmbientOcclusion,edgesare visuallyenhanced.
Thelargerthedistanceis,themorepronouncedtheeffectwillbe. Usually,youwanttouseadistanceof~10cm.
WithAmbientOcclusion
mentalrayin3dsMaxDesignforAECrenderings
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InteriorNighttimeRendering
Scene:04_interior.rendering.photometric.lights.max
Photometriclights
WerecommendusingPhotometriclightsforinteriorrenderingsbecausetheirenergycomputationisphysicallybased, whichmakesthemidealsourcesforindirectilluminationcalculations.Themainreasonforthisisthattheenergyusedin theindirectilluminationprocesswillalwaysbeinbalancewiththeenergyusedforthedirectillumination. 1. StartwithanExposureControlpresetsetasfollow.Youwillreadjustlaterbutitsagoodstartingpoint: 2. CreatePhotometricLightsinthespace.Asareferenceherearetypicalintensitiescorrespondingtoreal worldlightingvalues:
Class Narrow Narrow Medium Wide Wide Wattage 20W 20W 50W 20W 50W Type Spotlight Spotlight Spotlight Spotlight Spotlight Intensity 3300cd 9150cd 3000cd 460cd 1500cd BeamAngle 6 12 25 38 38 FieldAngle 12 25 50 75 75
3.
TurnOFFFinalGatherandRender:youshouldgetsomethinglikethiswhereonlythedirectilluminationis calculated:
Directlightingonly
mentalrayin3dsMaxDesignforAECrenderings
4. EnableFinalGather,with34Diffusebounces:
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mentalrayin3dsMaxDesignforAECrenderings
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Glowandselfillumination
Scene:05_interior.rendering.photometric.lights_self.luminous.max
2. 3. TurnOffallthelightstoseeitseffectisolated. Render:Youshouldgetsomethinglikethis:
Thisiswhereyoudecidetocontributetothescenelightingorto reflections.
Finalgatherseestheluminoussurfaces.
SelfilluminatedmaterialwithcontributiontoFinalGatherrays.Nolightsusedinthescene.
mentalrayin3dsMaxDesignforAECrenderings
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Photometriclightsturnedbackonwithacolorfilter.
mentalrayin3dsMaxDesignforAECrenderings
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FineTuningIndirectlighting
Basicstrategy
TofinetuneaFinalGathersolutionwerecommendadoptingthefollowingstrategy:
1. 2. BaketheFinalGathersolutiontodiskusingyournormallightingconditionssoyoucanreuseitlaterand lockitinaReadOnlymode. UseaMaterialOverridewithaDiffuseWhiteMaterial:lightingiseasiertovisualizeonaflatwhite surface.SinceyoulockedtheFinalGathersolution,youdonthavetobotherabouttransparentobjects anymore,exceptforthelightcomingfromoutsideyourbuilding(i/e/theSun). RenderwiththeFinalGatherDiagnosticsMode(RenderSetupDialog|ProcessingTab)tovisualizethe locationoftheFinalGatherpointscontainedintheFGMfile:
3.
4.
Finetunetheinterpolationsettings:theycanbechangedevenifyourFinalGathersolutionhasbeen locked.
mentalrayin3dsMaxDesignforAECrenderings
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Examples
TestA:LowDensity,LowInterpolation
Cloudyindirectlighting
Densityrelativelylow
Observations:
WecanseethatthedensityoftheFinalGatherpointsisrelativelylow.Thenoticeablecloudinessisvisiblemainlywhere theFinalGatherpointsareseparatedeachotherbyalargedistance(wherethedensityislow).SincetheInterpolationis alsolow,theresultisthecloudinesseffect.
mentalrayin3dsMaxDesignforAECrenderings
TestB:IncreasedInterpolation
Byincreasingtheinterpolation,weblendmorepointstogether, softeningthesolution.
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Densitystillrelativelylow:noadditional computationtime.
Observations:
Here,wesimplyincreasedtheInterpolation.WeendupblendingmoreFinalGatherpointstogether,alittlebitlikea Blurinanimage.TheFinalGatherpointsdensityisstillrelativelylowwhichdidnotincreasethecomputationtime.
Tip:
WhenaFinalGathersolutionislockedandreadfromdisk,youcanchangetheinterpolationbetweeneachrendering withouthavingtorecalculatetheFinalGathersolution.
mentalrayin3dsMaxDesignforAECrenderings
TestC:IncreasedDensity
WithaverylargedensityofFGpoints,an Interpolationvalueof150isnotenoughhere.A largerInterpolationvalueisrequiredtosmoothout theresults.
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Observations:
IfwewheretoincreasethedensityofFinalGatherpointstocapturemoresubtlelighteffectsanddetails,the Interpolationrequiredisnowlarger:aswehavemorepoints,weneedtoblendmorepointstogethertoreachasmooth effect.NoticethecloudinesseffectappearingagainwhenweusedanInterpolationvalueof150.Tofixit,weneedto increaseitupto450!
Note:
Thereasonforthenoiseisusuallycausedbythestochasticnature(randomness)ofFinalGather.Tosolveityoueither havetocastmoreraysperFGpointsorincreasetheInterpolation.NotethattheInterpolationparameterisessentiallya blurwhichcanremoveorreducetheeffectofsubtleshadows.
mentalrayin3dsMaxDesignforAECrenderings
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NonPhotoRealRenderings(NPR)
Ink&PaintMaterial
Scene:06_NPR_InkPaint.max
TheInk&Paintmaterialgivesatoonlooktoobjects.Itcanrespondtolightingandshadowsorgiveacompletelyflat appearance:
Ink&Paintmaterial
Tips:
1. 2. 3. 4. ThePaintLevelsparameteroftheInk&PaintMaterialdeterminesthenumbersofgradientsyouwillget onthematerialwithlightingandshadows. Fortypicalcartoonlooks,disableExposureControl,FinalGatheranduseStandardLights.Physically Basedfeaturesgenerallydontplaynicelywiththistypeofmaterial ThequalityoftheInkwillimprovewithhigherantialiasing. YoucanuseaFalloffMaptodrivethecoloroftheInkbasedondistance,directionetc.
mentalrayin3dsMaxDesignforAECrenderings
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AmbientOcclusion&NPR
Scene:07_NPR_AmbientOcclusion.max
SingleA&DMaterialwithanAmbientOcclusionShaderintheDiffuseColor
SingleInk&PaintMaterialwithanAmbientOcclusionShaderinthePaintColor
Tips:
1. AnAmbientOcclusionshaderdoesnotalwayshavetoreturnblackorwhite.Thelookabovewasachieved byreturningadarkblueandpalebluecolor. ThedistanceamountdetermineshowmuchAmbientOcclusionwilloccurattheedges.Trytokeepa valuerelativelylow(i.e.~10centimetres)andincreaseasneeded. CombineFalloffMapsandAmbientOcclusiontodevelopinterestinglooks:
2. 3.
OneoftheAmbientOcclusionscolorismodulatedbyaFalloffMap
mentalrayin3dsMaxDesignforAECrenderings
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EliminatingIndirectIlluminationFlickering
Reference:3dsmax.2010.mental.ray.animation.flickering.explanation.movvideo Scene:08.flickering.animation.reduction.max
FGProjectionModeTips:
mentalrayin3dsMaxDesignforAECrenderings
FrameinterpolationforFinalGathermapsTips:
1. 2. WorksonlyifyoubakeauniqueFinalGathermaptodiskperframeasafirstpass,whicharethenreadas readonlymodeinasecondpass. ThefirstfewframesandlastfewframesofyouranimationwillnotbeabletointerpolatetoFGfilesthat aremissing(ex:frame0willexpectframes2and1tobepresent).Thereforeplantopadyourshots withafewextraframesinthebeginningandintheend. ThementalraymessagewindowwilldisplaywarningsaboutmissingFGmapsifany. AsyouloadseveralFGmapsinmemory(oneperframetointerpolateacross),keepinmindthatyoualso loadalotmoreFGpointstointerpolateacross.YouwillneedtoincreasetheInterpolationvaluebya factorofmaybe3or5toreducethecloudinessthatmayappear. YoucandefineabakeFGMapjobonanetworkfarmbyusingthefollowingcombinationofPassesor Jobs:
Pass1:enablethistopreventthe beautypassfrombeingrendered. Youcanthensubmitthisasa Backburnerjobandgetyournetwork nodesbakingtodiskoneFGfileper frame. Pass1:enablethistosetFGtobein writemode. Pass2:turnthisofftogetthebeauty passrendered.
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3. 4.
5.
Pass2:UsethisoptiontoturnFGina ReadOnlymode.
mentalrayin3dsMaxDesignforAECrenderings
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mrProxies
Proxiesarespecialobjectsthataredesignedtominimizetheloadontheviewporttomaintaininteractivityandaccelerate thescenetranslationtomentalray.Theyarealsooptimizedtoreducetheoverallmemoryfootprintrequiredtorender largescenescontainingmanyrepetitiveobjectswithmillionsofpolygons.Proxiesarebakedtodiskpriortobeusedby mentalray.
Scenecapture:thetreesandthegrassareprebakedasproxies(imagecourtesyofDeltaTracing)
Finalimage(imagecourtesyofDeltaTracing)
ProxyWorkflow:
1. 2. 3. 4. Youneedageometricobjectalreadyinthescene. CreateanmrProxyprimitiveobject. Assignittheobjectyouwanttobaketodiskandbakeit. AssignamaterialtotheProxyobject(thematerialfromthebakedobjectwillnotcarrythrough).
ProxyTips:
1. 2. 3. Proxiesareworkingonasingleobjectbasisatatime.Ifyougroupedobjects,youwillstillneeda differentproxyperobjectinsidetheGroup. Usethemonhighpolycountobjects,typicallyentourageelementsthatyoudontneedtotouchsuchas trees,cars,grass. Forgrass,create23variationsofgrassclusters,bakethemtoproxiesandscatterthemrandomlyas instances:fromthevisualpointofview,youwillperceivealargegrassfield.Fromtherendererpointof view,itwillstillmean23objects... UseaMultiMapmaptointroduceslightrandomvariationonrepetitiveobjects. Manyproxiesinstancedinthescenecanhavetheirownmaterialformorevariations Animatedobjects(deformingmeshes)canbebakedasaproxytoo!
4. 5. 6.
mentalrayin3dsMaxDesignforAECrenderings
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LinearColorWorkflow(Gamma)
Reference:3dsmax.2010.linear.workflow.movvideo
GammaPipelineforTextureInput:
Typically,theGammapipelinefortextureinputworksasfollow:
ImageFile(*.jpg) (Gamma:2.2) ImageisGamma corrected (DeGamma2.2) Material (Materialseepixelsin LinearSapce)
BitmapMap
ALowDynamicRangeImageisloadedfromdisk,Gammacorrected(linearized)priortobepassedtotheMaterial
GammaPipelineforRenderingOutput:
KnowingthattheRendereroperatesinlinearspace(Gamma1.0),therenderedimageneedstobeGammacorrected (again)attheendpriortobesavedondiskordisplayedonscreen:
DisplayDevice (Gamma2.2) ImageisGamma corrected (Gamma2.2) FrameBuffer (StillinLinearSpace) HDRImagesavedtodisk directlywithout corrections (Gamma1.0) LDRImagesavedtodisk (Gamma2.2)
AnimageisrenderedinLinearSpace.Dependingonthetargetoutput,itisthenGammacorrected(LowDynamicRangeImages)or not(HighDynamicRangeImages).
mentalrayin3dsMaxDesignforAECrenderings
Gammaworkflowtips:
1. 2. IfyousaveyourtexturesoutofPhotoshopwithasRGBcolorprofile,theclosestmatchingGammavalueis 2.2:sticktothisvalue. Lowdynamicrangeimagessuchas*.jpgfilesneedtobeGammacorrectedoninputandoutput:when loadingorsavingthemwith3dsMax,makesurethatyouloadthemwithaGammacorrectionof2.2as well:
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3. HighDynamicRangeImagesshouldalwaysbeloadedandsavedwithaGammaValueof1.0.Sincethey areHDR,theconventionistoassumeisthattheyarealwaysinLinearSpace(Gamma1.0).
mentalrayin3dsMaxDesignforAECrenderings
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Additionaldocumentation
Thepresentdocumentisfarfrombeingacompletementalrayreference.However,Ihavecollectedafewinteresting linksforyoutolookat..
AutodeskWhitePapersandFeatureVideos
RevittoMax,DaylightSimulationandAnalysisandmore http://www.autodesk.com/3dsmaxdesignwhitepapers Onlinefeaturevideos: http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=10371032
Mentalimagesdocumentation
A&Dmaterial,SunandSkyandmore http://www.mentalimages.com/products/mentalray/documents.html
mentalrayblogs
http://mentalraytips.blogspot.com/ http://mrmaterials.com/jeffsblog.html
mentalrayin3dsMaxDesignforAECrenderings
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Appendix
ExposureControl
WhatisExposureControl?
Physicallybasedrenderingrequiresexposurecontrol,alsocalledtonemapping.Tonemappingistheprocedureof mappinganumericlightingintensityinHighDynamicRange(HDR)fromthesceneintoanRGBvalueofthepixelsinthe renderedframe. Physicallightintensitiesrangefromzerotonumbersapproachinginfinityinbrightsunlight.Therangeofcontrast availableondisplaymonitorsislimitedcomparedtothisdynamicrange,andcommonimageformatsareevenmore limited:JPEGimagesareeightbitimages,rangingfromavalueofzeroforblackto255forwhite.Inthesefiles,whitecan onlybe255timesbrighterthanblack,afractionoftherangeintherealworld.Tonemappinghelpscompensateforthe differenceinrange. Hereareafewexamplesofreallifescenesmeasuredwithaluminancemeter:
Skyluminanceathorizonandzenith:2600cd/360cd/m2.Luminanceontheleaves:500cd/m2.
Moonlitbackyard,luminanceontheroofofthegarage:0.22cd/m2.Kidsplaysetluminance(brightest):0.1cd/m2.
mentalrayin3dsMaxDesignforAECrenderings
Assumingthattherenderingenginecanuserealworldunitsforlightsources(lumens,candela,orluxatdistance)and realworldunitsformaterials(reflectance),theresultingimageswillbebeyondtherangeofwhatamonitorcandisplay.
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ExposureControlRolloutin3dsmaxDesign
mentalrayin3dsMaxDesignforAECrenderings
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Guidelinesforyourscenegeometry
Airtightmodels
Sometimes,youcanfindmodelswherewallsandwindowsorroofsdonttoucheachotherproperly.Thiscancause lightingfromtheexteriorofyourbuildingtopenetratewithoutattenuation(fromglazingforexample)andintroduce errorsinthelightinganalysisresults.
Windowspanesnottouchingthecurtainwallframe,lettingdirectsunraysinsidethemodelwillfalsifylightinganalysisresults.
Thisbuildingisnotairtight.Wecanclearlyseeaholeabovethewindowsundertheceiling.
mentalrayin3dsMaxDesignforAECrenderings
SmoothingAngles
All3Dgeometryincludingbothedgedobjectsandroundedformsismadeupofpolygons.Todisplaythemsmoothly, 3dsMaxinterpolatesbetweenthesurfacenormalstosimulatearoundedformandnotafacetedone.Whenimportinga filefromanothercomputeraideddesign(CAD)or3DapplicationorwhenworkingwiththeEditPolymodifier,youmay findthattheinformationaboutwhichnormalstosmoothbyinterpolationandwhichtokeepsharpedgedwithno interpolationcansometimesgetlostorcorrupted.Insteadofreimportingafileoraskingyourclienttoresendit,trythe Smoothmodifier.Inmostcases,theproblemsdisappear.
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Thecubesfacesaresmoothedwithananglethatstoohigh,thespheresfaceswithananglethatstoolow.
Thisishowthecubeandthesphereshouldlookaccordingtosmoothinggroups.
mentalrayin3dsMaxDesignforAECrenderings
FlippedNormal
Renderingthefaceofageometricshaperequiresboththeverticesthatdefineitandinformationaboutitsorientation. Thiscanbeseenasinformationaboutwhichisthefrontandwhichthebackoftheface,whichisdonebythesurface normalaswell.Forrenderingandlightinganalysispurposes,thisiscriticalbecauselightenergywillbebouncedinthe directionofthesurfacenormal.
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Lightisbouncedfromthedirectionofsurfacenormals.Thisisacriticalaspecttounderstandforaccuratelightingcomputations.
Thegeometryisthesameasintheprecedingexample,butsomefacesareflippedsotheyappeartobeinvisible.Orientation informationcanbelostorcorruptedduringimportbutusually,themodelingprogramdidnottakenthemintoaccount.
mentalrayin3dsMaxDesignforAECrenderings
PolygonCount
Itisgoodpracticetothinkabouthowmanypolygonsanobjectshouldconsistofbeforemodelingit.Thisistrueforall geometricobjects,especiallycurvedandroundones.Eachfaceneedstoberendered,butusingmanypolygonsona roundobjectcanquicklyadduptoinefficiencies,especiallyifobjectsarecopiedwithinthescene.Ontheotherhand, usingtoofewpolygonsmakesanobjectappearsegmented.
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Pickingapolygoncountthatistoolowforyourmodelgivesunsatisfactoryresultsforarchitecturalrendering.
Inthisexample,thebowlsappearanceisimprovedbecausetheshapeallowsforadditionalfaceswithoutdestroyingthebowlitself; youcouldsimplyaddaTurboSmoothmodifier.
mentalrayin3dsMaxDesignforAECrenderings
UnweldedVertices
Insomecases,amodelmightlookasifitisclosed,butinsteadeachfaceisseparatedandtheverticesofneighbouring facesareunweldedthatis,notconnected.Unweldedverticescanintroducemanyproblems,includinglargefilesizes duetothousandsofunnecessaryvertices,damagetotheobjectwhenmovingfacesoralteringthemodel,andeven problemswithpropersmoothingandnormalinterpolation,sincethefacesappearunconnectedto3dsMax. IftheSmoothmodifierdoesntcorrectsmoothingproblems,checkforunweldedvertices.Toweldvertices,simplyadd theWeldVerticesmodifierandchooseanappropriateradius.
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Undercertainlightconditionsyoucanevenseeunweldedverticesbystudyingarenderoftheobject.
OverlappingSurfaces
Watchoutforfacesthatoverlapprecisely.Therenderercannotdeterminewhichonetoputinfront,andablackpattern artefactwillappear.Worse,inthecaseoflightinganalysis,youmayendupbouncingmoreenergythanreceived(double theenergy)andgetwrongresults. Overlappingfacescanbeintroducedbycarelessmodelingorbyimportingafile,suchasaCADfilewithversioned geometryoverlappingpreciselyonseverallayersorbycreatingagroundplaneacrossyourentiremodelatthesamelevel ofthefloorfinish.UsethexViewfeatureof3dsMax2010tospotthem.
Unlikeunweldedvertices,overlappingsurfacesareeasytospot.