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Bc 1: Trong hng dn ny, chng ta s lm cho mt khung cnh vi ch phong cnh thin nhin cng cc m my, bu tri, h nc,

, cy ci. v.v Hy bt u vi mt Plane vi cc gi tr Length = 2000, Width = 2000, Length Segs = 60 and Width Segs = 60.

Bc 2: Chng ta s lm cho n bin thnh mt mt t khng bng phng. V vy, p dng mt Displace modifier vo n.

Bc 3: V Displace modifier > Parameters > Image. Click Khng None button pha di Bitmap.

Bc 4: Chng ta s dng mt hnh nh th d nh di y m phng v dng cho lnh Displacement m ti chun b v chnh sa bng phn mm ho nh Photoshop. Cc phn nh cao nht s l t ai (Mu trng nht) v en nht s thp nht (ng vi h nc). V vy nn chun b hnh vi thc s l tin thn ca khung cnh sau ny v nn lm trn Photoshop. Cc bn coi hnh di tham kho

Bc 5: Hy quay tr li cc bc trong Max. Sau khi nhp chut vo None button, ca s Displacement Image s xut hin. M ti th mc ni bn lu hnh nh v la chn hnh nh cho nn khung cnh.

Bc 6: t gi tr Strength = 200 and Blur = 5. Hnh th ming t s c hnh thnh vi cc tham s c xc nh da trn hnh thc ca hnh nh m ti chn.

Bc 7: Tip theo to mt h nc. Chn Plane v thit lp li check 'Square' trong Creation Method. Thit lp cc gi tr Length Segs and Width Segs l 1. Sau , ko ra t trung tm ca ming t ri drag bao trm ht khu vc. khung cnh.

Bc 8: Di chuyn plane ln mt cht pha di ca t c che ph ht.

Bc 9: Cho hin khung nhn phi cnh s iu chnh (bm Alt+W), chn gc nhn p v d quan st nht ri nhn Ctrol+C to mt Camera theo hng nhn trong khung phi cnh.

Bc 10: Nh vy mt camera s c to vi tn Camera01. By gi chng ta s p vt liu cho khung cnh v mt t, h nc. Bm phm 'M' m Material Editor. Trong lc vn ang chn Plane01 (mt t), chn mt VL trng, trong phn blinn basic Parameter, bm vo hnh vung bn cnh nt Diffuse, v chn Bitmap.

Bc 11: Tm n n th mc gc ca th mc 3dMax7(hoc 8,9..) tm n th mc Maps / Ground. Ri sau , chn file nh SANDSHOR.JPG.

Bc 12: t gi tr ca c hai U v V tiling u l 5. Nhn Show Map trong biu tng Viewport, v p vt liu cho i tng t trong khung cnh.

Bc 13: ch nh mt s sng vi mt t, t Specular Level = 20 trong Material Editor.

Bc 14: Sau bt u p Vt liu cho h nc. Chn i tng Plane 02 (nc), v chn Vt liu trng th 2 trong bng Material Editor. Di chuyn xung di v m rng cc bng cun bn di truy cp vo phn Maps. Sau , bm vo nt None ca knh Reflection mt ca s hin ra, hy tm v chn Flat Mirror cho n.

Bc 15: Check Use Bump Map trong Distortion ti Flat Mirror Parameters (chng ta s p dng noisy Bump Map sau). p cc vt liu ny cho mt nc.

Bc 16: Render nhanh th. Chng ta thy mt nc phn chiu nh mt mt gng. Nhng n l qu n gin v khng th m phng c nhth gii mt nc tht.

Bc 17: lm cho mt nc p hn, tr v Material Editor v s p mt map th tc c tn Noise v dng n p vo knh Bump ca vt liu nc lm va ri.

Bc 18: t Kch thc Size = 15 under Noise Parameters.

Bc 19: Mu nn nh vy l mt mu ca mi trng nn gn mu xanh nh ca bu tri. V vy trn menu, chn Rendering> Environment m Effects dialogue box.

Bc 20: Chn Background c mu bu tri - mt mu xanh, vi gi tr (RGB) 0, 162, 255 l ph hp.

Bc 21: Render th li. Kt qu ny khng phi l ti. Bu tri xanh ang c phn nh trn mt nc. Chng ta s thm cc m my trn bu tri.

Bc 22: Hy thm vo mt s yu t t nhin nh cy. Chn Create panel / Geometry / AEC Extended. Sau , chn "foliage" lc ny pha di s hin nhiu loi cy cho ta la chn. Chn Generic Palm t danh sch.

Bc 23: Sau , Ta s thit lp mt s loi cy cho phong ph, to nh khc nhau cho sinh ng.

Bc 24: Chn mt s cy khc v thu phng cho va vi con mt ngh thut ca bn.

Bc 25: Thm mt n Omni (Create > Lights > Standard > Omni) trong Top viewport.

Bc 26: V Front hay Left viewport, di chuyn Omni. iu chnh cc thng s trong modify panel, v ty chn Shadow. M rng cc Intensity/Color/Attenuation roll-out, nng cao h s multiplier ti 1,5 v c th c iu chnh ty thuc vo kt qu Render th.

Bc 27: Dnh mt cht thi gian p thm m my trn bu tri. To mt qu cu (Sphere) trong Top viewort, bao gm ton b khung cnh vi gi tr Hemisphere 0,48.

Bc 28: V Front viewport v dng Scale tool, rt ngn qu cu theo trc Y.

Bc 29: phng to khung nhn Camera01. Bm 'F10' m ca s Render Scene options. Check Force 2-Sided. Pha di nhm Options. Bm vo "Render". Trong nh di y, trn nn tri mu xanh ca mu sc l mu xanh ca mi trng.

Bc 30: Ta thm nhng m my trn tri bng cch, trong Bng Vt liu chn trng th ba. p dng mu trng trong Diffuse, Specular and Self-Illumination colors. t c Specular Level, Glossiness vi gi tr 0.

Bc 31: B quyt l s ng k ca chng ta nm ti cc nh Maps trong knh opacity. Chn mt Noise trong Opacity Map.

Bc 32: p vt liu ny vo qu cu. Material Editor vn cn m, ta s iu chnh mt s settings cho nh noise ca vt liu c cha nhng m my ny.

Bc 33: Trong Material Editor, di Noise maps trong phn Coordinates, t tiling = 0,1 X, Y tiling = 0,1 v Z tiling = 0,3. Di Noise Parameters, chn 'Turbulance', v trong Noise Type, Size = 50, Noise Threshold High = 0.66 & Low = 0.2. Render xem kt qu.

Bc 34: Nu chng ta nhn vo nhng m my th thy cng cha va lm. V trong th gii thc, chn tri l khu vc m m, khng r rng lm. Cho nn, phi s dng Clone (nhn thm) cho cc m my trn bu tri, nn s dng cc phng php bm phm SHIFT+Scale. Lc ny bu tri th 2 nh hn v thy cc m my r v to hn pha chn tri.

Bc 35: Hy chc chn, t tn cho bu tri th 2 tn l "Horizon". Hy chc chn rng, Copy l ty chn c chn cho cc Horizon.

Bc 36: By gi, m Material Editor v chn slot trng th 4. Chn mt mu trng tinh khit cho Ambient, Diffuse, Specular v Self-Illumination colors. Sau , p dng mt nh map th tc Gradient trong opacity.

Bc 37: Di Coordinates, chn Environment. Sau , di Gradient Parameters, t mu 1 v 3 l mu en v mu 2 l trng. Set Color 2 Position = 0.45. p vt liu ny cho Horizon bu tri.

Bc 38: Render li. By gi, kt qu l kh thc t. The horizon to ra mu khng gian m pha xa chn tri.

Bc 39: Nhng, vn cn c mt vn trong phn Render. l, mt nc trng qu sng. chnh xc, i n water material (chn li vt liu th 2 trong Material Editor) v lm cho cc Diffuse ti sm hn.

Bc 40: Render li. Cc kt qu chc l OK.

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