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3ds Max 2010: Lighting and Rendering with mental ray

3ds Max 2010: Lighting and Rendering with mental ray

with Aaron F. Ross

 


3ds Max 2010: Lighting and Rendering with mental ray explores one of the most powerful toolsets for photorealistic 3D image visualization: the mental ray renderer in 3ds Max. Aaron F. Ross shows how to use mental ray's combination of materials, lighting, and rendering to achieve a variety of effects, from glossy surfaces to reflections and transparency. He provides an in-depth review of photometrics and the tools used to adjust lighting in 3ds Max, including brightness, intensity, and color temperature along with a wide variety of lighting scenarios. Aaron also devotes time to getting the most out of mental ray's powerful rendering engine and improving render efficiency. Exercise files are included with this course.
Topics include:
  • Applying mental ray materials
  • Setting photometric lighting
  • Rendering glossy surfaces with raytracing
  • Using indirect illumination
  • Simulating exterior and interior lighting scenarios
  • Selecting appropriate special effects

show more

author
Aaron F. Ross
subject
3D + Animation, Rendering
software
3ds Max 2010
level
Intermediate
duration
5h 43m
released
Dec 02, 2009

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Introduction
Welcome
00:00(Music playing.)
00:03Hi! I am Aaron F. Ross and welcome to 3ds Max Lighting and Rendering with mental ray.
00:083D graphics have sparked a revolution in image making and every year these tools
00:13get faster, easier and better.
00:15In this course, we assume that you have basic skills in 3ds Max.
00:19If you are a beginner, please check out one of our introductory 3ds Max
00:22courses here at lynda.com.
00:25In this course, I will show you how to achieve photorealistic renderings
00:29using techniques such as:
00:31applying mental ray materials, setting photometric lighting, rendering glossy
00:36surfaces with ray tracing, using indirect illumination and selecting
00:41appropriate special effects.
00:43I have been teaching 3D graphics since 1999, and over the years, I have learned
00:48many techniques and shortcuts that I am happy to share with you.
00:51So let's get started with 3ds Max Lighting and Rendering with mental ray.
Collapse this transcript
Using the exercise files
00:00If you are a Premium member of the lynda.com Online Training Library or if you
00:04are watching this tutorial on a disk, you have access to the Exercise Files used
00:08throughout the course.
00:10The Exercise Files are arranged by chapter and you can see here, in my home
00:15directory, which is Documents, I have got a folder Exercise Files, and we have
00:21got a folder for each chapter in the course, and each one of these is actually a 3ds Max project.
00:28We will be looking at creating project folders in a moment, but I want to
00:32just point out to you the most relevant folders are scenes, sceneassests and renderoutput.
00:39If you are a Monthly or Annual subscriber to lynda.com and you don't have
00:43access to the files, you can follow along and you can do some of these steps in your own scene.
00:49But just be aware that the exact settings that I use in this scene probably
00:54won't translate over into your scene.
00:56But at least you will have an idea of how to play around with them to get the
00:59results that you want.
01:00So let's get started.
Collapse this transcript
Setting a project folder
00:00Before we begin working, we need to take care of a little bit of housekeeping.
00:053ds Max is a project-based application, so it's assumed that you have got a
00:10project folder in which all of the assets needed to render a particular
00:14scene are contained.
00:16So what are we going to do here now is we are going to set some preferences and
00:20we are going to create a project folder for the course, or more specifically,
00:23we're going to point at an existing project folder.
00:26So the first thing I want you to do is go into the Customize menu of 3ds Max and
00:30you will go into Preferences.
00:33In the Files tab, you will see there is an option here that says Convert local
00:38file paths to Relative and that should be enabled.
00:41What that means is when you create a new material, 3ds Max is going to track
00:46the location of any bitmaps or any external files relative to the current project folder.
00:52So in the past, a lot of people have had their own methods for managing their
00:57assets in 3ds Max, but now we have got a better way, which is just keep
01:01everything inside one project folder.
01:04So in order for that to work correctly, we want to have this Convert local file
01:08paths to Relative option enabled.
01:11The next thing we need to do is either create a project folder or point at an
01:16existing project folder.
01:18And since we are providing the Exercise Files to you, we are going to be
01:21pointing at one of those project folders to begin.
01:24In 3ds Max, however, there is a single command to do both of these.
01:29So in other words, whether you are starting from scratch or whether you are
01:32pointing to an existing project folder, you are going to use this same command.
01:38You can access that command in two ways.
01:40You can go through the Application button and go to Manage > Set Project Folder
01:46or there is a shortcut just up here on the Application caption bar.
01:51Here you will see Project Folder and it will tell you what your current project
01:56folder is when you hover your mouse over it, and then when you click on it,
02:00you will get a dialog where you can browse.
02:03So you will see here all the Exercise files.
02:05What you are going to want to do at the beginning of each chapter is to set your
02:10project folder to the appropriate chapter.
02:12Since we are starting from chapter 1, I am going to click here on
02:1501_mental_ray_Concepts.
02:17You will see a bunch here of mysteriously named subfolders inside there and
02:23those are all of 3ds Max's project folders for different data types.
02:27And again the relevant ones in this case are scenes, which is where your 3ds Max
02:32geometry scene files will be stored, sceneassets, which is where images and
02:38photometric data files will be stored, and renderoutput, which is where your
02:43finished renderings will be found.
02:46The one thing you want to make sure that you don't do is select one of
02:49these subdirectories.
02:51Because if you click on one of these, what's going to happen is 3ds Max is going
02:54to create a nested project folder with this as the new root.
03:00In other words, you will end up with another set of mysteriously named folders
03:04inside this one, and it will be very confusing and when you try to do your
03:08renderings, the bitmap files will not be found and it will be a mess.
03:12So be sure that you are selecting the top level of the project folder that
03:17corresponds to the root or the home base of that project folder, and you want to
03:22do that at the beginning of each chapter of the course. Excellent!
03:27So now we have got our project set for the first chapter.
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1. Concepts
Understanding mental ray
00:00What is mental ray?
00:02Mental ray is a rendering engine found in many 3D programs, 3ds Max and also
00:09Maya, Softimage, Revit and others.
00:11It was created by a company called mental images from Germany and it's now been
00:16bought out by NVIDIA Corporation.
00:19Mental ray has been implemented in all these different programs because it is so excellent.
00:25It's actually a programming language in its own right.
00:28You won't be looking at programming mental ray shaders in this course, but
00:33just so you know, it's an incredibly powerful and extendable engine that can
00:38do almost anything.
00:39The mental ray implementation within 3ds Max is very tightly integrated.
00:44So a lot of times, you will be using mental ray without even really realizing it.
00:47Mental ray excels at near glossy and diffused reflections and it uses
00:53something called Global Illumination to represent the way that light moves
00:57among surfaces in a scene.
00:59Let's take a look at a couple of examples here.
01:03Here is a daylight shot from mental ray and we have got physically accurate
01:07daylight coming in through the windows, illuminating the scene and bouncing
01:11around to illuminate other surfaces.
01:14So that's Global Illumination.
01:15Here is an artificial lighting setup at night.
01:20Similarly we have got light bouncing off of surfaces to illuminate other
01:23surfaces nearby and this is actually physically accurate or
01:27photometrically accurate.
01:29So that in fact, if you are an architect or interior designer, you can set up a
01:34scene with a particular lighting scheme and render it and know that that's what
01:38that scene would actually look like in the real world.
01:41Now of course, you can also use mental ray to render shots for a film or
01:46cinematics for a game or whatever, and you don't have to be physically
01:49accurate, but you do have the ability to be physically accurate and that's very
01:53important and powerful.
01:55Additionally, mental ray has some super- advanced features that are outside the
01:59scope of this particular course.
02:01For example, something called image- based lighting or acoustics, which are sort
02:05of lens focusing effects when light passes through a refractive medium.
02:10It kind of focuses like a magnifying glass.
02:13But we are not going to be looking at all of the features in mental ray, in this course.
02:17It's a pretty long course.
02:19It's several hours long, but even in that period of time, we are not able to
02:22cover everything in mental ray. But with what you have learned in this course,
02:27you can create some pretty incredibly startlingly photo real images and that's
02:32what this is all about.
02:33We are trying to fool the eye and make images that look realistic.
02:38So without further ado, let's go ahead and get started in mental ray with 3ds Max.
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Understanding local illumination
00:00Upfront we'd like to talk a little bit about local illumination. What is it?
00:05How does it work?
00:06Or more specifically, how doesn't it work?
00:09Local illumination is the standard lighting model for shading objects in 3D and
00:15it's been used since the 1970s.
00:16What we are going to do here is I am going to make a very simple scene just to
00:22illustrate to you, how it works and why we need mental ray in order to get more realism.
00:29Now, you don't need to open a scene file or anything here.
00:31You can just watch what I am doing so you can get the concepts.
00:34I am just going to create a simple plane and a sphere.
00:39I am going to select both of those and just set their object color to white
00:47to simplify things.
00:49And I am going to create a light, once again to illustrate how
00:54local illumination works.
00:55You will see I have got Photometric lights as the default here and that's newish in 3ds Max.
01:01It used to be that the default was the Standard lights.
01:05So let's take a look at those for a second.
01:07We won't be using those in mental ray.
01:09But again, I am just showing you what the difference is between local
01:13illumination and mental ray's advanced global illumination.
01:16I am going to create an Omni light and I am going to move it up just by grabbing
01:24my Move tool and move it up in the Perspective View. Okay.
01:29And you can see right away.
01:32This is not really very accurate.
01:34This is strange and unusual.
01:36It doesn't behave the way light does in the real world.
01:38You will notice that as I move the light downward, it becomes darker on my ground plain.
01:48So that's an indicator right away that this local illumination lighting model is
01:52not physically accurate, and you are going to get these bizarre affects, such as
01:57surfaces becoming darker as the light moves closer towards it.
02:01So local illumination is cartoon lighting.
02:05It's completely fake and it has no real relationship to the way light works in
02:10the real world, and therefore we need mental ray and global illumination to get
02:15extra super special realism.
02:17So how does this local illumination work?
02:20Well, it's very simple.
02:21Let me tumble around here and show you.
02:28Essentially, if a surface is pointing towards a light, it will be illuminated.
02:34If a surface, such as the back side of this sphere, is pointing away from a
02:38light then it will not be illuminated, and that's all there is to it in the
02:43local illumination model.
02:44The reflection of light bouncing off of surfaces is not taken into account.
02:49You don't get any glossy or nearer reflections, and you also don't get any
02:54diffused reflections.
02:56So in other words, you don't get any splash.
02:59So if you want those realistic diffused reflections, you can fake it without
03:04using global illumination and I would just like to share this with you really
03:07quickly to show you that it is possible to get these sorts of effects without
03:12using global illumination.
03:15This is an example scene file in which I have placed a bunch of standard omni
03:20lights around to simulate the effect of global illumination.
03:24So this is sometimes known in the biz as fakeosity.
03:28It's a reference to radiosity, and it's very efficient actually.
03:33Just so you know you have options.
03:35We don't have to use mental ray. You can fake it.
03:37Of course, you have to spend more time setting this up.
03:39What I have done is I have created lights out here that are actually colored lights.
03:47You see this light is actually emitting green light, in order to give the effect
03:51of the bounce coming from the green wall.
03:54Let's do a quick render of that, so you will see.
03:57So fakeosity is very fast, but it takes a little bit longer to set up and you
04:00have got to really think about it.
04:02So we are going to be doing global illumination in this course. I just wanted to
04:05show you that there are other ways of achieving similar effects.
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Understanding global illumination
00:00Let's take a look at a scene using global illumination.
00:04This is a standard test scene called a cornell_box because it comes from
00:09Cornell University, when they first started developing global illumination
00:11algorithms in the 80s.
00:13So this is standard scene that's used to illustrate how global
00:17illumination works.
00:18Global illumination is any rendering method that takes into account the movement
00:22of light along surfaces. So, bounced light.
00:26Now, just to confuse you, mental ray has a specific feature called "Global
00:32Illumination", but that's really only one type of global illumination.
00:37The term really is more generic than that.
00:40Mental ray has several different types of global illumination built into it.
00:44For example, it uses Ray Tracing for glossy and nearer reflections and it uses
00:49something called Final Gather for the diffused reflections or the bounced light.
00:54So in this scene, you will see there is only one light.
00:57So I have got this scene here.
00:59It's called cornell_box and there's just one light in the scene, and none of the
01:04extra lights that you saw when I did my fakeosity.
01:06And I have already created some renderings of this from this Camera View, so
01:11you will be able to see what it looks like with global illumination turned on and off.
01:16So I am going to hit Alt+Tab and I am going to go to my Windows viewer here, so
01:21we can compare these.
01:23So this is a rendering with no global illumination.
01:26There is no Ray Tracing and no Final Gather in this scene and you can see it
01:31doesn't look like much.
01:32We don't get any bounced light and we don't get any reflections.
01:35I will step forward to the next file.
01:38Here is one that has Ray Tracing enabled and now you will see we get nice chrome
01:43reflections on our test objects.
01:45So this is Ray Tracing on but Final Gather off.
01:50The next one we will see here is Final Gather on but Ray Tracing off, and what
01:55we have got is bounced light, we have got green splash inside the shadows here,
02:02red splash over here, but we don't have the chrome nearer reflections because Ray
02:06Tracing is disabled.
02:08And then finally, the whole enchilada.
02:10We have got both types of global illumination active in this rendering.
02:14We have Final Gather for the diffused reflections and Ray Tracing for the
02:19specular or glossy reflections.
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Assigning the mental ray renderer
00:00In order to get the benefits of mental ray, you will first have to assign it as
00:04your current production renderer.
00:06There are a couple of different ways to do that.
00:08One is to go up to the Render Setup dialog on the Main toolbar. Render Setup.
00:15Click that and you will go to the Common tab. Scroll down to the bottom of the dialog.
00:22You are looking for the Assign Renderer rollout.
00:26Click on that and you will see there is a row here for the Production Renderer.
00:31To assign the Production Renderer, you will click on the button on the right-hand side,
00:34and simply choose mental ray as your current Production Renderer and click OK.
00:41And 3ds Max will remember this setting for all your scenes.
00:45When you start a new scene, it will remember that you have chosen the mental ray
00:48renderer from now on.
00:50You will also see down here it says Active Shade.
00:53So that's a way of getting very high quality rendering in the viewports, but
00:58unfortunately it's not compatible with mental ray.
01:00So you are not even able to select mental ray as the Active Shade renderer.
01:05And I would also like to advise you not to use Active Shade at all when you are
01:10using mental ray, because you may have stability issues.
01:13So that's one way to assign mental ray as your production renderer.
01:19Let me show you the other way as well.
01:21You can go into the Customize menu and you are looking for Custom UI
01:26and Defaults Switcher.
01:29Inside here you have the ability to change the default settings for how 3ds Max
01:35behaves, over here on the left and you also have the ability to change the
01:40interface color scheme over here on the right.
01:44So I could also just choose the Max mental ray Preset and you will see it gives
01:48you a summary of all the changes it's going to make.
01:51Additionally, I am going to choose this light-colored interface here.
01:55I have already done that in the viewport as you can see.
01:58So I am just going to use that from now on.
02:01And I can click Set and I will need to restart the program for all of those
02:09settings to take effect.
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Using the rendered frame window controls
00:00We are going to take a look at the rendered frame window controls now.
00:04Once you have assigned mental ray as your active renderer, when you render a
00:09view by clicking the Render Production button, you will see some extra goodies
00:15at the bottom of the rendered frame window, and these only appear when you have
00:20mental ray as your active renderer.
00:22The way these work is better quality is achieved by moving these sliders to the right
00:27and lower precision quality is achieved by moving the sliders to the left.
00:34And you will see you have got controls for the Image Precision, for Shadows, for
00:39Reflections and Refractions and all kinds of stuff on here.
00:43One thing that I would recommend is when you are doing test renders to go
00:47over here and choose Iterative rendering and this just means it's not going to
00:54save any files and it's turned off a couple of other settings that are
00:58designed for final output.
01:01So while you are testing, you should choose Iterative mode.
01:04Additionally, you can turn this user interface on and off by clicking this
01:09button that says Toggle UI.
01:12So let's say we wanted to create a draft mode rendering setup.
01:17I can even turn these sliders down, maybe turn off Final Gather completely
01:24and turn some of these other things just completely off or maybe set to a very low level.
01:31And once I have set all these settings, then I can create a preset so I can
01:36easily and quickly get back to that.
01:39So up here, you will see Presets.
01:41So I can click here and choose Save and store a preset file.
01:47So I will call this one Draft and press Enter.
01:52Now, it asks me which aspects of the renderer do you want to store in this preset?
01:58I will say we will store all of those settings.
02:01So that now I can choose these different presets and load them in.
02:07I can go back to my own that I have just done, load that back in and
02:14it remembers all the settings.
02:15So that's how you can handily create and recall rendered presets within the
02:21rendered frame window controls.
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2. Gamma Correction
Understanding gamma
00:00In this chapter we are going to look at Gamma Correction.
00:05So you will be able to understand what Gamma Correction is because it's very important.
00:11If you don't use Gamma Correction in 3ds Max then what's going to happen is your
00:14renderings are going to look really washed out.
00:17So what I have done here is I have opened up this photograph that I have taken
00:20of San Francisco's Mission neighborhood and we are going to just add an
00:25adjustment here so we can sort of simulate the way that Gamma Correction works.
00:30Now you don't need to necessarily follow along with this, but we are just going
00:34to take a look at it. So here we go.
00:35I am going to add a Level adjustment to this image by clicking here to add
00:41a Levels adjustment.
00:43And this center slider is the Gamma of the image.
00:47Gamma is the contrast curve of an image.
00:50And right now it says it has a Gamma of 1, which means that no change is being applied.
00:56If I drag this slider over to the right, reducing the Gamma to a fractional value,
01:01you will see the image becomes apparently darker and muddier.
01:06If I drag the slider to the left, increasing Gamma beyond 1, you will see that
01:11it becomes lighter and more washed out. Okay.
01:15So what is this all about?
01:18Well, basically images and display devices and capture devices all have Gamma
01:24correction built into them, so that when you view an image on your screen, for
01:28example, it will be at the correct brightness.
01:31Just as an aside, the Gamma setting for a standard television or computer is 2.2.
01:38If you are on the Macintosh, the default is 1.8.
01:41So in fact, you should probably set it to 2.2 if you are on the Mac.
01:45Image files stored on your computer have a Gamma setting built into them, and
01:50what that does is it essentially compresses information in the shadow areas
01:55where we are most likely to not notice.
01:59So that's fine for viewing an image on the screen but if we wanted to apply this
02:03to a surface and render it in mental ray, then mental ray is going to have to be
02:09told that the image has a certain gamma in order for it to be able to
02:14"uncompress that information".
02:18So in other words, we need to set gamma in 3ds Max if we want our textures to
02:23be the right contrast.
02:25And so that's a basic introduction to the concept of Gamma.
02:28Next we will take a look at 3ds Max and how to set the interface correctly in
02:33order to achieve the desired results of good contrast on our textures.
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Recognizing the symptoms of incorrect gamma settings
00:00Now that you have understanding of what Gamma is, we need to take a look at what
00:06the pitfalls of incorrect gamma correction are.
00:10Specifically, if you don't have Gamma set correctly in 3ds Max, then your
00:14renderings are going to look strange.
00:16So here is another version of the Cornell Box with some materials applied and
00:21you will see there are some bitmap images on the surfaces.
00:25Those images are just from the standard 3ds Max material libraries.
00:30I have pre-rendered a couple of versions of this.
00:32One with Gamma off and one with Gamma on, so you will see the difference.
00:36So I am going to hit Alt+ Tab and go to my rendering.
00:39So this is what it looks like with Gamma turned off in 3ds Max and you will
00:44notice there is even a difference between the brightness of the texture in the
00:49viewport versus the brightness of the texture in the rendering.
00:53So, again, this is with Gamma turned off.
00:56Now if we look at the one with Gamma turned on, the colors are much deeper, much
01:01richer, and more saturated.
01:03So if your renderings did not look dark enough or don't have enough contrast,
01:10then it's probably because Gamma is disabled in 3ds Max.
01:14You will note by the way that the lighting is exactly the same here in both cases,
01:19just toggling through them, so you can see the difference.
01:23So Gamma correction doesn't affect the lighting and it doesn't affect flat
01:27colors like this wall, which is just a flat red wall set in the Material Editor.
01:33Gamma correction does have a significant impact on the contrast of bitmap
01:38textures applied to surfaces.
01:41So the moral of the story is here, if you are working with mental ray,
01:45you always have to consider whether Gamma is turned on or off and it always need to be on.
01:52So next, we will look at turning it on.
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Applying gamma correction
00:00Now that we have an understanding of the symptoms of improper Gamma correction,
00:04we are going to actually enable it in 3ds Max.
00:07This is done through the Customize menu.
00:09Go to the Customize menu and choose Preferences.
00:13You'll need to go to the tab labeled Gamma and LUT.
00:16LUT stands for Lookup Table.
00:18We are not using a Lookup Table here.
00:20We are just using simple Gamma correction.
00:21So what I am going to do is I am going to enable it, and I want to make sure
00:25that I have Gamma chosen here, not LUT, but Gamma and I want to set the value to 2.2.
00:31Additionally, in this Bitmap Files section, this is very important as well.
00:36We need to set both of these values to 2.2 also.
00:39What this is doing is it's telling mental ray to expect that an image applied
00:45to a surface is going to have a Gamma of 2.2 and it's also telling mental ray
00:50when you render out an image, make sure that the rendered image has a Gamma of 2.2 as well.
00:57Additionally, we should also enable these switches here, so that the colors
01:01that we see in the Material Editor and in color swatches will be correct and
01:06accurate with Gamma enabled.
01:10From now on 3ds Max will remember for all new scenes that I want to have Gamma
01:15correction enabled and additionally when you open a scene, if Gamma is disabled,
01:213ds Max will ask you if you want to disable it.
01:25But you always want to keep Gamma enabled from now on.
01:28So we should be good to go now as long as we are using bitmap textures and
01:33our renderings will have the correct contrast now that Gamma correction is enabled.
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3. Ray Tracing
Understanding raytracing
00:00We are going to now take a look at the concepts of ray tracings just briefly, so
00:04you will have an understanding of how it works and that will give you insight
00:08into troubleshooting problems in 3ds Max and also just generally understanding
00:12how the process operates.
00:14Ray tracing works by drawing lines out from a camera into the scene to sample
00:21the color of a particular pixel.
00:24So for pixel in the image a ray is drawn out from the camera to strike a surface.
00:31Now if that surface is reflective then additional rays will be generated out
00:37from that surface in order to sample nearby surfaces and those will then
00:43contribute to the final color of the pixel at that location.
00:46So let's take a look at a rendered image here.
00:50So in the case of this cone a ray is drawn out here, because the cone is
00:57reflective another ray is cast from the cone and it's striking this cube and
01:03then the cube is also reflective, so that is generating additional rays.
01:08So the final color here is green, because in fact light is coming from the
01:13green wall over here.
01:15So basically it's a series of rays cast out from surfaces in order to sample
01:22other nearby surfaces and then when that's all done and calculated, then we will
01:27have a nice beautiful rendered image such as this one.
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Limiting the trace depth of reflections and refractions
00:00Now that you understand how ray tracing works, we can take a look at optimizing
00:04the ray trace engine, so that we will not get excessive render times, because
00:08you will find if you have a lot objects that reflect or refract bending light,
00:13this is going to cause your render times to be very, very long.
00:17So you want to have control over this.
00:19You don't want it to be in control.
00:21You want to take the reins here.
00:22So we want to prevent unnecessary calculations from being performed.
00:26So in the case of reflective objects, you will see here we've got reflective
00:31objects appearing in the reflections of other objects and that's fine and that's
00:36what we want here, because that's realistic.
00:38But we don't want that to go on forever; in other words we do want to have a
00:41hall of mirrors effect where a ray is bouncing back and forth here infinite
00:45number of times or even tens of times, even that is just going to be excessive
00:49and we won't be able to see it on the screen anyway.
00:52So that's when limiting the Trace Depth comes into play.
00:56You will see at the bottom of the rendered frame window a section here that
00:59says Trace/Bounces Limits and this is where you can set limits on the number of
01:04times a ray can bounce.
01:06You will see the default for Reflections is 4, and that's actually probably more
01:12than we need in most cases.
01:14I am going to see what happens if I bring this down to 2 and I am also going
01:20to just clone this rendered frame window, so we will have something to compare it to.
01:25This is Max Reflection set to 4, which is the default, and now I am going to
01:29render it with Max Reflection set to 2.
01:35And you will see it looks very, very similar.
01:38There is one little black spot here, one little fly in the ointment.
01:41But you know what? Our viewers might not even notice that.
01:45So it might be okay, we might be able to get away with this.
01:47So a ray strikes a surface, bounces once, bounces twice, the end and that's
01:54going to be much faster rendered than 4 reflections over here.
01:59So a value of 2 might be good enough.
02:02Now if I bring this down even further, let's say I bring it down to 1 and render
02:07again, we are going to see a very obvious change here, big black spots.
02:12So that's a symptom of the Trace Depth being set too low or the number of Max
02:18Reflections being set too low in this case.
02:21So I recommend that the Max Reflections should be set to 2 or the default is 4.
02:26We also have here Refractions that has to do with transparent objects and light
02:31bending through surfaces.
02:34Usually, you can set this a little bit lower too.
02:36I often set it to 4 and that's usually good enough.
02:39Now there is one other thing I want to show you which is in the Render Setup window.
02:44I can access that Render Setup window just by clicking on this shortcut
02:48button here and in the Renderer tab if I scroll down, you will see the same values here.
02:59Max Reflections and Max
03:00Refractions, but you will also see Max Trace Depth.
03:05That's a limit on the total number of rays for both Reflections and Refractions.
03:11So your rule of thumb here is that the Max Trace Depth
03:14should be equal to the number of Max Reflections plus the number of
03:19Max Refractions and what we have here is just about optimized for the
03:23particular scene that we have.
03:25So now that you understand how Trace Depth works and the number of Max
03:29Reflections and Refractions work, then you will be able to tune these
03:33settings to get faster render times and not have to wait as long and get good results.
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Applying a raytrace reflection map to a standard material
00:00Now that you have got a basic understanding of how ray tracing works and how to
00:03optimize it, we can get some practical experience in building materials.
00:08So first thing we will start with is a standard chrome mirror
00:12reflective material.
00:14And if you've used 3ds Max in the past with the Default Scanline Renderer, this
00:17should be pretty familiar to you, because this is the same workflow.
00:20In fact, all the materials that you have built is 3ds Max will translate
00:25seamlessly over into mental ray and you will not have to do very much if any
00:30tweaking in order to get it to look good.
00:32So all your old materials will still apply just fine in mental ray.
00:35So I will go ahead and open the Material Editor or press M on the keyboard and
00:41I will start by creating ray trace reflection material.
00:45So I will go and give it a name raytrace reflect, press Enter and scrolling down
00:52I am looking for my Maps rollout and if I open that, I see all my Map channels
00:58and here is the Reflection channel.
00:59I will click where it says None to add a new map and we will get the
01:05Material/Map Browser up.
01:06Now since I have mental ray as my current production renderer, I see all these
01:11new and interesting maps available to me.
01:14So anything that's a yellow parallelogram is a mental ray only map.
01:20So it will only work if mental ray is active.
01:23The green once are standard 3ds Max Maps and they will usually also work just
01:28fine with mental ray.
01:29So I am going to scroll down. I am looking for the Raytrace Map.
01:33Here it is, Raytrace.
01:36Click that and click OK and now I am looking at my Raytracer parameters in
01:40the Material Editor.
01:41You really want to do anything in here.
01:43All the defaults work just fine.
01:45It will translate over to mental ray and everything works wonderfully. I will
01:49turn on the background in my Material Editor sample slot, so I can see a preview
01:53of what this is going to look like. Good.
01:55Let me go back up to the top level of my material now and I will just select
02:00my geometry in the Views, Ctrl+ Clicking on these, and assign that material to
02:06the current selection.
02:07Do a quick render of that and see what we get.
02:17So with not very much effort I have got a fairly decent looking chrome material
02:21just by putting a Raytrace map in a standard material, just like you would with
02:26a Default Scanline Renderer.
02:27Now I can improve this a little bit, because it looks a little bit washed out.
02:31You can see it's a bit too bright, so I am going to go back to my Material
02:34Editor with the M key and the trick to this is the diffuse color is adding to
02:43the reflection, so that's why this is looking a little bit washed out.
02:46So for chrome or mirrors I am going to want to have a diffuse component that
02:51have a very low value, maybe even 0, take it all the way down to nothing and
02:57see what that does.
02:58So I am going to clone this window, so we will have something to compare it to,
03:01and I will click Render and now you will see I am getting a lot better contrast
03:07on the reflection, just by simply reducing the diffuse component and that is how
03:11you can use the standard materials with the Raytrace map within mental ray to
03:16achieve chrome and mirror reflections.
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Applying a raytrace refraction map to a standard material
00:00Now we are going to use raytracing to produce refractions.
00:05Refraction is the bending of light as it moves from one transparent medium to another.
00:10So in other words when light moves from air into glass, it's going to bend and
00:16we are going to achieve that with raytracing through standard material.
00:20So I am going to open up the Material Editor once again.
00:23I got a sample slot here ready. I am going to call this one raytrace
00:28refract, press Enter.
00:32And just like with the reflection channel I probably want to have black in my
00:38diffuse components here, if I am trying to achieve the effect of glass. So there we go.
00:43I have got black in my Diffuse component.
00:47Scrolling down into the Maps rollout, opening that up and once again I can place
00:51a raytrace map into the Refraction channel.
00:54So it's the same map.
00:57It knows whether I am using it for a reflections or refractions.
01:03Click OK. I don't really need to do anything over here in the parameters, but
01:09I will turn on the Background, so we can see that the sample slot is bending light
01:13as if it were a lens.
01:18Maybe I will just assign it to one of these objects and click Assign, go ahead
01:25and do a test render of that window.
01:26So now you can see the light is actually bending as it travels through the cube.
01:35That's all right, but we can do better with this.
01:37For one thing you might notice the shadow here is kind of dark.
01:42If this were made of glass, we wouldn't have shadows that dark.
01:45Right a solid opaque material here like this would cast a darker shadow, but if
01:51it were made of glass, we wouldn't be seeing such a dark shadow here.
01:54So what we need to do in order to get that effect using these standard materials
01:59is I am going to open the Material Editor once again.
02:01What we need to do is we just need to reduce the opacity of the material and
02:07this is kind of ironic, because basically we are getting no opacity here,
02:13because we have got a refraction map in effect.
02:17But the shadows from the light source are really only paying attention to the opacity.
02:23So if I re-render this, then we will get very, very light shadows there and they
02:28may not even be really visible at all with an Opacity of 10%.
02:32So I can tweak that to whatever value looks good for my shadows.
02:38So now I am getting a shadow, but it's much dimmer than the shadow of an opaque material.
02:43Now let's say you want to do tinted glass instead of just white glass.
02:48Well, you can scroll down a little bit here and what you are looking is for
02:53actually there are two places in the Extended Parameters here we can set the shadow color.
02:58This is kind of unusual. What we are doing here is we are adjusting this filter
03:02and what that's doing is it's going to filter the light as it passes through the object.
03:07So if I wanted let's say a blue tinted glass, I would set this to a fairly
03:13saturated blue color, render that and again that's really dealing more with the
03:18shadows than anything.
03:19So now I've got a blue shadow there and then the material itself I can
03:25adjust the color of the glass by drilling down into the Raytrace map and
03:33this is getting a little bit obscure, but I got to go all the way down here into Attenuation.
03:40What this is doing is it's controlling whether the material is opaque or
03:45transparent based upon the angle toward the camera.
03:49So if it's facing towards the camera, it will be more transparent and if it's
03:52facing at 90 degrees to the camera, it will be more opaque.
03:57This is how I will control the color of the glass through this method.
04:00So I am going to go down here and I am just going to choose the Exponential
04:03method and I am going to specify a color.
04:06So this will give me a basic tinted glass.
04:10This is not necessarily the best way to do this, but this is a way to do it
04:13that's pretty quick and easy.
04:15So you see that's kind of blasting out.
04:17I might need to reduce that, so I can bring the value down and re-render.
04:28And I am getting some tinted glass and you notice also it's splashing light all around it.
04:33As I mentioned before, this is not necessarily the best way to do this, but it's
04:37a quick and dirty way to do it and you can repurpose your existing refractive
04:43materials in mental ray by just adjusting these parameters.
04:47Later, we will look at a much more sophisticated way of doing this in which we are
04:51using mental rays native shaders such as Arch and Design.
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Setting the index of refraction
00:00When working with refractive materials, you also want to set the so-called
00:04index of refraction.
00:07That's how dense is the material.
00:09So a higher index refraction will cause light to bend more as it travels
00:15through the object.
00:18So, index of refraction is a property of objects in the real world, and you will
00:24see it here in the standard material under Extended Parameters.
00:29And you will see 1.5 is the default, and that is in fact the index of
00:34refraction of standard glass.
00:37So let's take a look at what that looks like.
00:39We'll open up our rendered frame window.
00:41There it is, with an index of refraction of 1.5.
00:45If I reduce my index of refraction to 1, it would be the same as air.
00:51So if I render that, we are basically not going to get any refractions and this
00:55is just going to look like a sort of transparent cube.
00:59If I set it to a value of, let's say 1.33, that's about the same as liquid water.
01:09If I set it to a value of 1.7, that would correspond to a leaded glass or crystal.
01:16So it's going to bend light even more.
01:21And if I cranked it all the way up to about 2.4, that would correspond to a diamond.
01:27So it does a great deal of refraction.
01:33And you can see it here as I preview as well.
01:35So here it is with an IOR of 2.4.
01:37I will clone that for comparison's sake.
01:43Set this to 1.7 and re-render, and that would correspond to leaded glass, and
01:55then finally back to the default of 1.5.
02:04Now, you don't have to be physically accurate here and you can cheat and make
02:08it look however you want it to look, but it's good for you to know that these values exist.
02:13Here we go, 1.5, 1.7, and 2.4, and I've got a little Notepad document here.
02:22I can open up just to give you a quick visual on some of the most common indices of refraction.
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Using architectural materials for raytraced reflections
00:00If you've been using 3ds Max for a while, you might have used the architectural
00:05materials in your scenes as well.
00:07So let's talk about how architectural materials work with mental ray.
00:12So I'll start by creating a new material.
00:14I have got a blank slot here and I am just going to click the Standard button
00:18here to convert this to an architectural material.
00:22So now I have got the architectural material in the Material Editor, and I can
00:31go ahead and assign this to the objects.
00:35Go ahead and Assign Material to Selection. I might as well give it a name as well.
00:39I'll call it architectural reflect.
00:46So just like with standard materials, an architectural material is more or less
00:50seemly translated into mental ray.
00:52It's a simpler interface than the standard materials as you can see here.
00:57But pretty much most of the same principles will apply.
01:01You will notice, for example, the simplicity here.
01:04There's only one parameter here for Shininess, and I can turn that up and
01:09that's affecting both the reflection and the specular highlights, which in a standard
01:16material they are dealt with separately.
01:17Turn-on the Background here, so we can see this.
01:21I've got Shininess and I can turn that up or down.
01:23You'll notice that I don't get a very strong reflection here, and that's kind of
01:30defies intuition because you think, oh,
01:33if I turn the Shininess up all the way, and that's controlling my specular
01:38highlights and my mirror reflections, then I should see a chrome ball here.
01:43The reason this is not happening is because that architectural materials are
01:48sort of build such that you are expected to use the templates.
01:52So in fact, if you are using an architectural material to do reflections
01:56or really for anything, you are supposed to start from one of these
02:00existing templates.
02:01So if I wanted to do a mirror here, I would want to choose Mirror.
02:06Now I have got a mirror reflection.
02:08And you notice nothing changed in the parameters here, which is strange but true.
02:14So this is the big bugaboo around architectural materials.
02:18It's that you can play around with these parameters all day long and they may
02:22not do which you expect, because you've got some other template loaded.
02:26Some of these templates have raytracing completely disabled.
02:30For example, if I went and choose Fabric and then try to increase the Shininess,
02:35it doesn't matter what I do.
02:36It's never going to enable raytracing.
02:39And in fact, there is no indication anywhere in the interface whether or not
02:44raytracing is on or off.
02:46So you are kind of on your own with this.
02:49So again start from a template that's similar to what you are trying to achieve.
02:55So if I want to do a mirror reflection, I would choose Mirror and maybe play
03:01around with some of the attributes, but that's kind of the way it's designed to work.
03:06Go ahead and click Render.
03:07So I have got a mirror reflection there, and the irony of this is that it works
03:13opposite to the standard materials.
03:15Remember with standard materials, if I wanted to do a really bright reflection,
03:19I needed a diffuse color of black.
03:21Well here, it's bizarrely the exact opposite.
03:25If I want a strong reflection, I am going to need to increase the Diffuse Color to white.
03:30That's just the way it is.
03:33Now I want to warn you.
03:36You don't want to use the architectural materials for refractive materials.
03:41In other words, a glass or a crystal.
03:43It just doesn't very well and in that case, you are going to want to use the
03:47mental ray native shaders, which we'll look at a lit bit later, specifically the
03:51Arch and Design and Pro Materials shaders.
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4. Transparency
Modeling thin, transparent objects such as window glass
00:01If you are working in architectural scenes, you are going to want to pay
00:04special attention to the window glazing or the actual glass because mental ray
00:10expects and prefers that your window glass be single panes rather than have some thickness.
00:16And this is because we don't want to calculate refractions on glazing because
00:20it's just we are never going to see the difference between a refractive piece of
00:24window glass and a non-refractive window glass.
00:27So that means that you need to model the glazing as just a flat plane with no thickness.
00:33Now the default 3ds Max procedural windows have thickness to the glazing.
00:39So if you do use those procedural windows, you'll need to edit them so that
00:42you'll get perfectly thin geometry. So here we go.
00:46I am just going to Create > Geometry > Windows, I am going to make a sliding
00:52window real quick here.
00:53I'll draw that out.
00:54That's the length, the depth, and then the height, and then right-click to complete that.
01:00I will hit F4 so we can see edge faces, and these procedural windows are pretty
01:07great because for example, I can go to my Modify panel and do things like adjust
01:12the height, and how open or closed it is, and so on.
01:18That's pretty wonderful, except that in mental ray, we are going to have
01:21problems with the glazing here because it's got actual thickness and you can see it here.
01:25It says Thickness of a-quarter-of-an-inch.
01:28Well, quarter-inch thick glass is not really going to refract very much and it'd
01:31be a waste of CPU cycles to calculate that.
01:34In other words, it's just going to slow down the rendering and we won't see any
01:37difference on the screen.
01:38So if you are working with these procedural windows, you are going to want to
01:42delete the glazing and replace it with just flat planes.
01:46So I am going to right-click on here and I am going to convert this object to
01:51Editable Poly, so that then I can play around with it.
01:54I am going to hit Alt+W. That's the shortcut to make the window larger.
02:00And if I go into Element mode, I can select different portions of the model.
02:09I can hit F3 to look at this in pure wireframe, and as you can see the glazing
02:15actually has some thicknesses, thickness of a-quarter-inch. So that's no good.
02:20So all you really need to do here is just delete one side of it.
02:24So I can go into Polygon mode, select that one polygon, and just press Delete
02:30and that's good enough.
02:31I'd need to do the same for the bottom windowpane as well.
02:34Select that polygon and press Delete.
02:36And now that's no longer two pieces of geometry.
02:40There is no longer two polygons there. It's just one.
02:42I didn't bother deleting the little rim around here but that's not going to
02:46contribute in the rendering, so it doesn't matter.
02:49The only problem with doing it this way is that I can't change the procedural
02:54parameters like whether the window is opened or closed.
02:57There are other fancier ways you can do that through the modifier stack, but
03:00this is good enough for now to get you started.
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Disabling shadows
00:00Once again when working with architectural scenes with window glazing, you are
00:05going to want to do a couple of optimizations here so that your renders will go more quickly.
00:11For example, you probably are not going to want the glazing to cast shadows.
00:14They are simple pieces of glass and they are not going to cast a shadow onto the ground.
00:19If I do a quick render of what we here though, you will see that by default even
00:25though the glazing is almost completely transparent here, we are seeing a shadow
00:31being cast on the ground.
00:33So how are we going to deal with that?
00:34Well, there is a couple of different ways. I could go into the Light and
00:37exclude the object, but it's easier actually to just go into the Object
00:42Properties and tell it to not cast shadows and that will work for all of the
00:47scene lights, all at once.
00:48So if you have ten lights in your scene and they are all striking a piece of glass,
00:52you can say I don't want that piece of glass to cast shadows at all from any lights.
00:59So just simply select whatever object, right-click and go into the Object
01:04Properties and right here, you will see Cast and Receive Shadows and this is a
01:10global setting for all of your lights.
01:12So I might say I wanted to receive shadows but not cast shadows.
01:17Well, for glazing, probably you don't want it to cast or receive shadows.
01:21Click OK and then do another rendering and you will see that the window is not
01:25casting any shadow at all.
01:26Now, of course, you will see that the window frame is not casting a shadow either.
01:31So in this case what I probably want to do is create a separate object for
01:36the glazing and tell that to not cast shadows and the frame to continue to cast shadows.
01:43Any way you slice it, you just need to make sure that window glazing is
01:48not casting or receiving shadows and that way, your renders will go much more quickly.
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Setting simple transparency
00:00Let's get some practical experience in adjusting parameters for window
00:04glazing in a real scene.
00:06So we have here is a simple scene with a window and a camera facing out the window.
00:12So we are looking through the camera lens here.
00:14You will also notice there is a light behind the camera and that's so that we
00:17will be able to visualize some of the problems that will occur when you are
00:20using standard materials.
00:22So currently I have got a black opaque material on the window glazing.
00:27So let's go ahead and open up the Material Editor, take a look at that. Here it is.
00:32Glazing simple, and it just got a Diffuse of black and Opacity of 100
00:37or completely opaque.
00:39Let's do a quick render of that so that we can see just a reality check. There we go.
00:43We have got black and no transparency.
00:49Okay, so if we reduce the opacity, we will start to see through the
00:53window, obvious enough.
00:57With an Opacity of 60% and a Diffuse color of black, we are starting to get sort
01:01of a tinted window effect.
01:03Usually, however, you don't want to have black because most of us don't
01:06have tinted windows.
01:08So usually you will set this to probably a neutral gray and when you do that,
01:12you will probably get a little bit too much haze.
01:15So you probably want to reduce the opacity down to somewhere in the
01:19neighborhood of maybe 5-20%.
01:21Let's try 20 and do another quick render on that.
01:28Okay, so far so good.
01:29So this all makes pretty much sense and there are no counterintuitive results here,
01:33until you start to play around with the Specular Level.
01:37Let's say you want to get some highlights on here, some glare on your windows.
01:42So, you would think that all you have to do is increase the Specular Level and
01:46you get a nice hot spot on there.
01:48Go ahead and render that and bizarrely enough, instead of getting a hot spot,
01:53suddenly now we have got no transparency at all.
01:57Okay, well that's kind of strange but that's the way it is sometimes with mental ray.
02:02Well, there is always a workaround.
02:04The answer here is I don't want to have a Specular Level at all.
02:07I just want to have 0 Specular highlights.
02:10And to get that glare on there, I will use a Reflection Map instead.
02:14So I will go down to my Maps channels > Reflection and I will drop a Raytrace map in there.
02:19Here we go, Raytrace, just as we did before. Go back up.
02:25I probably don't want to have a reflection amount of 100 because that will be a
02:30very strong highlight that's going to kind of overtake everything.
02:35So my Reflection Map is just blasting out the window.
02:38So I want to bring that down to something reasonable as well.
02:44So this is a pretty good result because we are getting glare, we are getting
02:48transparency, we can adjust the color and so on with the glazing.
02:52We can give this a green tint or whatever we wish.
02:56And it pretty much plays well with mental ray.
02:59I can reduce that reflection a little bit more.
03:02I can maybe reduce the opacity a little bit more so it will be a little bit more believable.
03:06So that's a pretty good result for just a standard material and you will see
03:11that it renders fairly quickly.
03:13Now let's talk a little bit about Architectural materials.
03:16Now you would think that Architectural materials would be better suited to an
03:20architectural application such as this, but that's not necessarily the case.
03:24It will give you decent results, but the problem is you are not really going to
03:28be able to get reflections or glare with an Architectural material.
03:32So I recommend if you do need to see that glare on there that you do it this way
03:37through the Standard materials or as we will see later, we can also do it with
03:40the mental ray native shaders such as Arch and Design.
03:43But right now I am going to go and convert this glazing simple to an
03:48Architectural material to show you that path.
03:52So I will go ahead and click OK.
03:53Now this is an Architectural material and as always when working with
03:57Architectural materials, once again you will need to start from a template.
04:01So I will click on that and you'll see that right up near the top, there is a
04:04template for Glass - Clear and that's the one I want.
04:07I will go ahead and choose that and I will turn on the Background in the
04:12Material Editor so I can see this better and you will see what we are getting
04:15here is a refractive glass.
04:18That's not what we want.
04:19We want to have just a flat plane, with no refractions.
04:22So let's play around with these parameters a little bit here.
04:25First of all, the Diffuse Color just like with reflections, we probably want to
04:31have a bright diffuse color.
04:32So I am going to crank this up to white or nearly white and second of all,
04:39we can play around with the transparency. This is currently set to 100%.
04:42If we want to see a little bit of haze in there, then we probably want to bring
04:47this down to something in the neighborhood of 90-95% so you can see it blocking
04:53the light a little bit as I decrease the transparency.
04:56And then finally, the Index of Refraction, what we want to do here is just
05:00completely disable refractions.
05:03So, the way to do that is to set the refraction value to 1 and now we have got a
05:09decent glass material using the Architectural shader.
05:14So I will click Render and of course, we would go back and play with some of
05:18these parameters a little bit to get exactly what we want.
05:20The thing to remember is that the architectural material doesn't work very well
05:25for achieving the glare that you would see on a piece of glazing as we saw a
05:30moment away with the standard material.
05:33You think that if you play around with the shininess that you would be able to
05:36get some glare on that, but it just doesn't work very well.
05:39So my advice is if you want to see reflections on the window, you are going to
05:43want to use either a standard material or a mental ray native material such as
05:48Arch and Design or ProMaterials.
05:51Now those mental ray materials do take longer to render.
05:54So you probably best off of all the choices using the method I showed you
05:59a moment ago with a standard material, a Reflection Map, and no specular highlights.
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5. Materials
Understanding the pros and cons of mental ray materials
00:00Now we have taken the standard and architectural materials about as far as they
00:04can go in mental ray.
00:05If we want to get the advanced effects that mental ray can give us, we need to
00:09use the mental ray native materials, in other words, the materials that were
00:14designed by mental images, the company that makes mental ray.
00:18We are back to our Cornell Box here and we want to talk a little bit about sort
00:22of high-level concepts around mental ray.
00:25The thing you need to know about mental ray is that it is a huge complex
00:29programming language in itself and only parts of that are exposed within the 3ds
00:35Max interface, for example, in the Material Editor.
00:38So if I go to the Material Editor, I can assign a mental ray specific material
00:44by clicking to Get Material button and in our Material Map browser, you will see
00:49there are bunch of mental ray specific materials indicated by yellow sphere.
00:55So just as we saw before with the Maps, where we saw a yellow parallelogram.
01:01That was a mental ray map, and these are mental ray materials and they will only work
01:07if mental ray is enabled.
01:10So the big daddy of these is the Arch and Design material.
01:13So we are going to take a pretty good look at that.
01:15I am going to go ahead and double click that to assign the Arch and Design
01:19material to my current slot.
01:20We are going to look at this in great detail.
01:23For now, I am just going to drag-and- drop it just with a default gray, so we can
01:29see if that is working.
01:31Okay, so I am going to assign that to these three objects.
01:34I will go ahead and render the view and we have got a mental ray material on there.
01:40It's an Arch and Design material and you will see it has got some reflections
01:44built-in and we can see that here in the sample as well.
01:48So far so good, but the thing you need to really keep in mind with this is if
01:51you do use these mental ray materials or mental ray shaders, they will only work
01:57if you have mental ray enabled.
01:59So by way of illustration, I am going to go back into the Render Setup
02:04and disable mental ray.
02:06I will go to the Common tab and scroll down.
02:09I am looking to Assign Renderer once again and set it back to the
02:15default Scanline Renderer.
02:17Just to show you that if I try to render this scene with mental ray materials on
02:23these objects, they won't render.
02:25So I am just going to clone that off so we can see this.
02:27There you go, I have turned off mental ray and now Final Gather is not working,
02:32so we are getting no bounce light.
02:35And additionally, we are getting black on our materials.
02:40So once you use a mental ray material, you will never going to be able to go
02:44back to the standard Scanline Renderer.
02:47So you have to stick with mental ray throughout.
02:51However, you are going to want to do that because mental ray materials give you
02:54much better results in general.
02:56It gives you more control and better realism than the standard materials or the
03:01zrchitectural materials for that matter.
03:03However, you must also keep in mind that mental ray is considerably slower to render.
03:10Things aren't so bad nowadays because computers are getting so fast.
03:14But just be aware that your render times with mental ray materials are going to
03:17be significantly slower, but it's just probably worth the wait because they
03:20are going to look a lot better.
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Getting familiar with the Arch & Design material
00:00Let's get familiar with the Arch & Design material and see what kind of tricks
00:04that we can make it do.
00:06Arch & Design is a monolithic shader or material that includes many parameters
00:13to do almost anything you could possibly want.
00:16There's only a couple of exceptions. For example, human skin is not really well
00:20served by Arch & Design but pretty much almost everything else you want you can do
00:25and it's all right here at your fingertips.
00:28So, let's take a look.
00:30You'll notice right away in an Arch & Design material that the interface and
00:35the terminology differs from what you've used with the standard and
00:39architectural materials.
00:41So with there are many additional parameters as well as just different names for things,
00:47or different organizations to things.
00:49Let's go back up here.
00:50You'll see that there are templates here but the templates are optional.
00:53It's not like with the architectural material where you really you have to
00:58start with a template.
01:00Here you can use templates or not and it's fine.
01:04You'll see at the top you've got Matte Finish, Pearl Finish, and Glossy and so on.
01:09We'll take a closer look at those templates in the next video and for now we're
01:13just going to look at the Main material parameters that you want to get familiar
01:18with right off the bat.
01:19So, first of all, we've got parameters here such as the color of your material.
01:25That's pretty obvious.
01:26You could choose some interesting color.
01:30You'll also note that there is Diffuse Level here and that's kind of helpful
01:35because you can actually reduce the strength of your material.
01:39Just knock that down a little bit.
01:41So that'll help to avoid some over- saturated colors, which seem to be a symptom
01:47of lot of 3ds Max renderings.
01:50Scrolling down a little bit here, you'll see the section for Reflection and
01:55we can control Reflectivity with this single slider here.
01:58Let's turn on the Background so we can see this.
02:01So we can control the amount of Reflectivity and that's controlling both the
02:06specular highlights and the Raytrace reflections all in one.
02:10Glossiness interacts with that in order to produce different levels of highlights.
02:17The Glossy Samples down here control the quality of these highlights.
02:22We'll talk more in detail about all of these later.
02:24So, we've got Refraction, Transparency.
02:27So, if we increase the Transparency, Refractions will sort of happen for free.
02:33It just sort of appears.
02:34I am going to send this back to a Transparency of 0, okay.
02:40And scrolling down a little bit more, you'll see way down near the bottom
02:44there's is a section that says General Maps and I'm not sure why this is down
02:48here at the bottom because they are kind of important.
02:51This is where you got your Color Map and Reflection Map and so on.
02:56So this is where you'll find them and then additionally there's another rollout
02:59here called Special Purpose Maps and again I'm not quite sure why they are
03:05called Special Purpose because, for example, you've got Bump Map channel here
03:09and that's a very common map.
03:11It's not special at all.
03:12It's something you'd use on a daily basis.
03:15And then finally I want to point out another very important rollout which is
03:19the Advanced Rendering Options and this is where you'll find controls for
03:25things like tinted glass and so on and again we'll look at these in more detail
03:29in the following videos.
03:31So, that's a big overview of the Arch & Design.
03:34Its very deep and there's many, many things in here to tweak but the main
03:38ones you want to pay attention to for now are the Main material parameters,
03:42the General Maps, the Special Purpose Maps, and finally these Advanced Rendering Options.
03:50Those are sort of the high points of the Arch & Design Material.
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Learning from the Arch & Design templates
00:00Let's take a deeper look at the Arch & Design templates and learn from them and
00:04we need to look at this also because there are some bug-a-boos that can come up here,
00:09some issues that may arise through the use of the Arch & Design templates.
00:15So, here we go, we've got Arch & Design templates and there's lots to choose from.
00:21For example, we've got these Glossy Finish templates and so on and you
00:26note that changing a template does not necessarily change all the parameters.
00:31So, for example when I choose Matte Finish or Glossy Finish, it doesn't
00:35change the diffuse color.
00:36So that's not affected by the template.
00:39So the templates are not universal and they don't affect every single parameter.
00:43Another thing to keep in mind is that the templates are a starting point and
00:46not an ending point.
00:48You don't just grab a template and then drop that into your scene and think you're done.
00:52You start from a template and then you tweak it and adjust it and make it your own.
00:56You certainly don't want your work to look like everyone else's. So, you can
00:59learn a lot from these, just selecting them and seeing what happens in the
01:05Material Editor, observing the parameters.
01:08So, for example, if I choose Glazed Ceramic,
01:11you know that the Glazed Ceramic template did change the diffuse color.
01:15Okay, and I will render that. See what we get.
01:19Okay, that's fine or I can try different one like Leather and render that.
01:27We're getting a brown leather and here's where we want to take a critical look
01:34at this, not just from an artistic perspective but from a purely technical point
01:38of view because some of these templates are going to have maps built into them.
01:43In this case, we've got a diffuse map.
01:45I can tell because there's this little M next to this color swatch and that
01:49means there's a diffuse map in this material.
01:52So, I'm going to scroll down to the bottom and open up my General Maps to take
01:56a look at what's there.
01:57The Diffuse Color is a Noise Map and that's fine.
02:00I'm not going to have any problems with this.
02:02I didn't any error or anything when I tried to render because this Noise Map
02:07is a procedural map.
02:09It's internally generated by 3ds Max at render time and it's not making any
02:14external reference to any file on my hard drive.
02:17So, there's no image that is trying to load up and then apply.
02:20It is just creating it within 3ds Max, and that's fine.
02:24However, some of these templates, unfortunately, do reference external bitmap
02:30files that are on your hard drive.
02:33However, this is fraught with all kinds of problems.
02:36The files might not be in the expected location or you might have upgraded the
02:41software to a new version and the files may have been changed.
02:46Autodesk periodically updates the library of bitmaps and they may not be there any more.
02:51So, this could be dangerous if you just grab a template and then run with it.
02:57As you see here, I'm getting an error message and this is the problem that you may have.
03:00Because again this JPEG file is not in my current project.
03:05It's in the 3ds Max Program files directory and it is just not be found currently.
03:11So, let that be a warning to you.
03:14If I try to this render this, it's not going to find this lovely beech
03:18colored map and how do I work around this?
03:21Well the simple fact is I want to investigate every single map in the
03:26template and make sure that none of it is referencing a file that's not in my project folder.
03:34So, I'll have to re-build this template.
03:36I'm not going to go through that process now because I think you know how to do that.
03:41I would just wipe these out and replace them with my own bitmaps from my Project
03:46folder and that will kill two birds with one stone.
03:49Number one, my work won't look like everyone else's and number two, we won't run
03:54into any issues with links because we've managed all of that manually.
03:59So, again the templates are a good place to start but you need to kind of drill
04:04into them and investigate to see if they're referencing files in the 3ds Max
04:08Program directory and if you see any bitmap files in a template, basically
04:14it means you've got to wipe them out and replace them with your own.
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Working with diffuse color and diffuse level
00:00Let's get into the nitty-gritty of the Arch & Design material and play around
00:05with some of the parameters on a deeper level.
00:08So first up, we've got the Diffuse Color.
00:10So the Diffuse Color is the main color of a material that's used to calculate,
00:16for example, what color it's going to be outside of its shininess or reflectivity
00:22and also how is it reflecting light on to other surfaces.
00:25So Diffuse Color is the most important color of any material.
00:30So I can drop a color in there, change that to something kind of reddish,
00:36pinkish color, okay and you'll see I am still getting a highlight there.
00:44I can get rid of the highlight just by simply going up to Matte Finish in my templates.
00:50Remember that those top templates at the very top do not change the colors.
00:54They just change the reflectivity and refraction properties of the material. Okay.
01:00So I've have got a Diffuse Color here now and it's appearing here in my View and
01:06if I render this now, you'll see we're getting a kind of hot material,
01:11one that's a little bit may be over-saturated.
01:14So the danger is when you're working in 3DS Max that you can crank these colors
01:19up to impossible saturation.
01:21This is a color that doesn't really exist in nature or very rarely would exist in nature.
01:27So generally speaking, you might want to knock that down a little bit.
01:31One way to do that is to simply reduce the Diffuse Level.
01:37It's a bit of subtle effect, so I might want to bring this down a little bit
01:40further so you can kind of see it.
01:42So it's just making it less saturated and little bit duller, so it's not quite so insane.
01:47Of course, I can do that by changing the color swatch directly, but this is kind
01:52of like an insurance policy, safety factor, so that no matter what I do here I
01:56can make it too over-saturated, okay.
02:00And the other parameter that I want to point out to you in the Diffuse section
02:04here is the Roughness and this is very useful for achieving unfinished looks.
02:10So if you're dealing with unfinished wood or terracotta or other very rough
02:15surfaces you can increase the roughness factor and it's going to behave as if
02:20they were micro-fine granules, not look like a bump map because that's a visible pattern,
02:26 but this is just a sort of over all roughness to the surface rather than
02:32a specific bump or a normal map.
02:35So if we render this, now we can start to get the effect of terracotta or
02:41unfinished ceramics.
02:42The effect does tend to lend itself best of curve surfaces.
02:46You can see on this cone that we're getting a nice kind of soft look there.
02:50With rectilinear or flat surfaces, we don't see that much effect to the
02:56Roughness parameter.
02:58So those are some basic simple things you can do with a diffuse section of the
03:02Arch & Design material.
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Setting reflectivity and glossiness
00:00If you want to get really good, high quality reflective materials, then Arch and
00:05Design is your friend, because it will give you excellent photo-real results.
00:11So let's take a look at controlling the reflectivity of an Arch and Design material.
00:16So that we can see it better, I am going to turn on Background in my sample slot
00:22and I'm going to adjust the Diffuse Level to some other color other than gray,
00:26so we can get a better sense of what's going on here.
00:29So the Diffuse Color is now no longer gray and this is the satin finish which we
00:34have a Reflectivity about 0.75 here.
00:37The Reflectivity varies from 0 to 1. Obviously with a Reflectivity of 0, we'll
00:43get no reflections. With a Reflectivity of 1 we'll get very strong reflections,
00:48and that's going to interact with the Diffuse Level, as you'll see here.
00:53So I've got a Reflectivity of 1 and a Diffuse Level of 1 and the end result is
00:57I have a very shiny light blue material.
01:00So let's do a render of that, see what we get.
01:03Pretty nice, good and we can play with this a little bit more.
01:07If we wanted to get a perfectly chrome mirror reflection, then what we would do
01:12is we would reduce the Diffuse Level down to nothing.
01:15So let's go halfway and see what that looks like.
01:18If I give it a Diffuse Level of 0.5 then the diffuse component is not
01:23contributing as much to the end result of their rendering.
01:27So I'll do a render at Diffuse Level of 0.5 and now it's still just as it's
01:31reflective but the intensity of that diffuse color is being dimmed down.
01:37I bring it down to 0.1.
01:38It is barely there at all. We re-render it.
01:42It's almost nothing there.
01:43We are almost adding a slight gray reflective, almost like hematite looking material.
01:50I bring this down all the way to 0 then we're going to see sort of dark gray.
01:56Okay, we can play with this.
01:58We could say oh, well let's give this value of like 0.5 and then instead
02:03of tinting this, we could send this into halfway, so we can get a brighter reflection here.
02:09We can also just go directly to the Templates.
02:13There is already a template here for Chrome, if I want that.
02:16So I can click on that and you'll see here now it's got a Diffuse Level of
02:211 with a gray color.
02:22Now I'm getting chrome reflections, very cool.
02:29Now the other thing that you can do with Arch and Design that you could never do
02:32with the standard material is get blurry reflections.
02:36So if you want to have something that looks like it was a rough finish rather
02:41than a purely polished finish, if we wanted to look like it was brushed aluminum
02:45or something like that.
02:46Then you could reduce the Glossiness here.
02:49So Glossiness value of 1 is going to give you mirror finishes.
02:54Okay, if we bring this down to let's say 0.7, let's do the
02:58side-by-side comparison here. Render that.
03:03Actually we're not seeing anything here because the Glossy Samples are set to 0,
03:08so I need to increase that value as well.
03:10So this wants to be a setting, which is a power of 2.
03:14That is a number that is 2, 4, 8, 16 and so on.
03:19So let's try value of 8, Glossy Samples, and there we go.
03:25We are starting to see blurry reflections.
03:27As I decrease the Glossiness, I'll see blurrier and blurrier reflections.
03:33So let's compare this side-by-side and of course, it's going to be slow.
03:37The more of the stuff that you pile on, the slower it's going to get.
03:40Pretty nice there, we're getting blurry reflections.
03:43I'll go ahead and reduce this Glossiness down to let's say 0.4 and you can see
03:51it here as well. We're getting blurry soft reflections, very nice.
03:55Now as you decrease the Glossiness, you're probably going to need to increase
03:59the samples, so you get better accuracy, because here with a Glossiness of 0.4
04:04we're starting to see a lot of grain and especially if this were an animation
04:08with a moving camera or moving objects, that grain would dance around a lot and
04:12it would be distracting.
04:13It would draw attention to itself.
04:15So the samples would need to be increased and this is where you run into a wall
04:19with your rendering time.
04:20So be cautious with this.
04:22I might set this to a value of 32 and then render. This is a pretty fast
04:26computer I am on here now, so it shouldn't take too long but it's
04:29definitely going to take a lot longer than Glossy Samples of 8. It should give us
04:33a pretty good result though.
04:34All right so the rendering is finished.
04:37It took actually almost a minute to render with a Glossy Samples of 32, so let
04:42that be a warning to you.
04:44It's a very cool effect but it is pretty slow.
04:46Also I want to point out to you that in your rendered frame window you will see
04:51a Glossy Reflections Precision slider and this is a global multiplier that will
04:56effect all materials in your scene.
04:58So with a value of 1, it's not affecting the scene at all, but if I knock this
05:03down to 0.5 what would happen is it would multiply this Glossy Samples value by
05:100.5, globally, for all materials and that would knock that down to 16 in this case.
05:16I set that back to 1.
05:18Finally, if you want to get a brush effect, then you can put a procedural map
05:23into the Reflection channel or the Bump channel of your Arch and Design.
05:28So I'll go to the Templates and I'll show you there is one here already for Brushed Metal.
05:32I just pick that and Glossy Sample set to 8.
05:37It shouldn't be too long, and we'll wait and see what we get.
05:40So what this is doing is it's producing the effect of micro-fine scratches on
05:45the surface and it's looking pretty good.
05:48It's not great but we could tweak it by increasing our Image Precision and
05:52our Glossy Samples.
05:54You can see that we're getting pretty good striations here on the cone, but
05:58we are seeing some grained issues here on some of these other objects.
06:02So I would have to increase the number of samples and/or increase the
06:06image precision here.
06:07But before I do that, I want to scroll down and just show you what's happening here.
06:11In this Reflection channel here there is actually a map and I scroll all the way
06:15down so we can look at that.
06:17Reflection Color has got a Noise Map in it.
06:21So I am actually going to drag that out to its own sample slot, so that we can observe it.
06:25I'll choose Instance, so that means if I make any changes to this, it will be
06:29reflected in the material itself.
06:31So this is the map that's provided for this effect, so it's a fractal noise map
06:37that's been stretched.
06:39You see the Tiling values that are pretty extreme here and the colors are
06:42just gray and white.
06:44If I want to make those brushed metal grooves more obvious and extreme
06:49I might choose to reduce the value of one of the colors and let's do just a
06:55region render of this.
06:56Just going to render one little part of this so we don't have to wait too long
07:00and I am going to increase the anti-aliasing.
07:02And I said before, I want to also probably increase the number of Glossy Sample.
07:07So I'll do that just so we get a decent result here.
07:10Let me set that to 16, give that a shot.
07:15So having increased the contrast of the map I should start to see a more extreme
07:21look to the brush on the metal here.
07:24There are other ways to do it, as I said.
07:25You can also use a bump map and that's looking pretty good there.
07:29The thing to keep in mind with this is that it's dependent upon the U-Vs of your
07:34objects, so they have to have good U-Vs.
07:37That means they got to have good texture mapping coordinates and if they don't,
07:41then the noise is not going to stretch across there in any kind of
07:44decent looking way.
07:45So that's a little bit about how to use Reflectivity in Arch and Design to get
07:50effects ranging from Chrome to Brushed Metal.
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Rendering thin wall reflections
00:00Previously we looked at standard materials for creating window glazing and as
00:06you saw that takes a little bit of time to setup.
00:08You can also however use mental ray Arch and Design materials with a simple
00:12template for window glazing and that's pretty quick and easy to do.
00:16Just be aware that the rendered times might be longer.
00:19So what we have got here is a scene, in which we are looking into an
00:23interior from outside.
00:25I am going to hit F3, so we can see the geometry.
00:28I am going to hit F3 again just to go back to wireframe and what we have here is
00:33this sliding glass door has got a multi sub-object material on it here and you
00:37will see I have got glazing simple and that's really very simple and very dumb.
00:43And if I render this now, just you will see it's just basically got half opacity.
00:49So that's just a very simple glazing with no reflections and what I will do now
00:54is I will drag this off to its own material sample slot and instance that.
01:00So I can make changes to this and it will be reflected in my scene.
01:03So instead of having the simple glazing, I am going to rename this.
01:06I am going to call this one Glazing Arch Design and I am going to convert the
01:12standard material to an Arch and Design material and it's a simple matter to
01:17just choose a template.
01:18Just make sure that you are choosing the Glass Thin Geometry template because
01:22it's optimized for thin wall glazing.
01:27Again it's a single polygon.
01:28There is no thickness to it.
01:29I will turn on the background so we can see it.
01:32So we have got reflections.
01:34We scroll down here.
01:35We will see the reflectivity is set to 1.
01:37We will also see that the transparency is set to 1, which means it's fully
01:42transparent and fully reflective.
01:44Also note the index of refraction here is set to 1.5, which is accurate for glass.
01:50However, what's happening here is it's not actually going to refract light as it
01:53goes through the glass.
01:55This has more to do with how the material is going to reflect the environment.
02:01So I am going to do a quick test render of that, so we can kind of see what's going on.
02:07So right now we are getting pretty good results.
02:09Now this is with very low quality rendering, so it takes a little bit of time to render.
02:14I have got that prepared already, so we can take a look at it.
02:17I am just going to hit Alt+Tab and go to my pre-prepared rendering.
02:21So that's all I had to do to get thin wall glazing to look pretty good and it's
02:25reflecting the environment here and we are getting more or less accurate results
02:31looking through into the interior inside.
02:35Finally, if you want to control the color of the glass then with a thin wall
02:40template, you can do that through this refraction color here.
02:43So you can just choose a different color like let's say green and then when you
02:49render, you will have a tint to the glass.
02:52You don't want this to be very dark.
02:53It may look okay here but it might not look so okay when you render it, so try
02:58to keep this fairly unsaturated.
03:00So that's how you use the Arch & Design material with the thin wall reflection template.
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Rendering solid glass
00:00To achieve good results for a solid glass, you would want to choose a different
00:04template in mental ray Arch and Design.
00:07The thin wall template is really only for window glazing.
00:10So, for example, in this scene I have got a wine glass and I want it to both
00:13reflect and refract its environment.
00:17So let's take a look at this just by itself with just a white material on it. There it is.
00:25We have got just a standard white material and I will go ahead and make a
00:28new material for this.
00:29I will call it Glass Solid.
00:32I will convert that to an Arch and Design material type and I will choose a template.
00:39So you will see here we have got once again transparent materials and we have
00:44two to choose from here in this case.
00:45Solid geometry or glass physical.
00:49Now solid geometry is not "physically accurate", but it renders more quickly and
00:54it will usually give you good enough results.
00:57So, if you really need something to be absolutely physically accurate, you can
01:01use a glass template.
01:03Let's take a look at the solid geometry template first.
01:05I will turn it on in the background, so we can see that is both reflecting and
01:09refracting its environment.
01:11We scroll down into the Parameters.
01:13You will see that they are pretty much all the same as the thin walled geometry template.
01:18But if we scroll down further and open up the Advanced Rendering Options rollout,
01:24one of the things in here that you will see is the option for either Solid
01:30or Thin-walled glass and translucency.
01:33So, clearly we want to have the Solid option enabled here.
01:36All right, so I will go ahead and assign that to my geometry, open my rendered
01:41frame window back up again and I just want to render a region here. I don't want
01:45to render the whole frame every time.
01:48Click Render and see what we get.
01:49So that's pretty nice for just dropping a template in without doing any editing.
01:54So what can we do with this to play with it a little bit? Well, just like with
01:58the thin-walled option, we can play around with the color here to get different
02:02tints and it's very, very sensitive.
02:05You'd want it to be almost completely white. Otherwise the tint is going to
02:09completely sort of overtake the material.
02:11So now I have just increase that to almost completely white and as you will see
02:15we are getting a cleaner result there.
02:18If I wanted to be a crystal goblet, I might set the index of refraction to 1.7.
02:22It will bend the light a little bit more.
02:24It will also pop a little bit more.
02:26It will reflect the environment a little bit more.
02:30So that's the Solid Geometry option.
02:32Okay, so let's take a look now at the physical template.
02:36So I will go back up and choose Glass physical and you know right off the bat,
02:42suddenly we are getting very strong effect here with the tinting of the glass.
02:48Go ahead and render that.
02:50So interestingly, this is just something that you will note.
02:54You have a very strong look here but it doesn't necessarily translate to a
02:58really strong look over here.
03:00So why is that happening?
03:02Well let's scroll down here a little bit.
03:04Notice that the transparency color here with the physical template is
03:12actually white, okay.
03:14Scrolling down a little bit further into the Advanced Rendering Options, this is
03:19why it's looking so blue here and yet we're not getting much blue over here.
03:23It's because of this parameter, the refraction max distance.
03:28So you can think of this as being sort of fog inside the glass and this value
03:33here is a distance value that indicates at what distance, in the thickness of
03:39this solid glass, does it reach full intensity to this color?
03:45So that means that it has to be 2' 6'' thick in order to be this color.
03:50So if we wanted to see a stronger tint effect on the glass here then we would
03:57need to reduce the max distance.
03:59May be I will set it to something like an inch.
04:01So, now you will see we are getting a little bit of tinting there.
04:04If I reduce it even further down to a very low value like .1 inches, then we
04:10will start to see a much stronger effect on the tinting.
04:13You have noticed that this color does not really correspond to the color that
04:18you see in your final rendering.
04:21So the rendering will tend to be a lot more saturated.
04:23You can bring this even more extreme.
04:29So don't judge by what you see in the sample slot.
04:32You will have to judge by what you see in your actual final rendering and unlike
04:37when you are working with the standard materials, you don't have to worry about
04:40the shadow color versus the glass color.
04:43That all happens sort of automatically for you.
04:45You don't have to think about it. So there you go.
04:47That's how you get excellent results with solid and physical templates for
04:53glass in Arch and Design.
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Controlling BRDF
00:00When working with transparent materials, either glass or even just varnish on a
00:05surface, you are going to want to pay attention to something called BRDF and
00:10that's an acronym for Bidirectional Reflectance Distribution Function.
00:15It's a bit of mouthful but what it refers to is the falloff curve between
00:21reflectivity and transparency on a transparent material.
00:26So in the example of this wine glass in the center of the glass where the
00:31surface is pointing directly at the camera, we are getting a great deal of
00:35transparency and not much reflection.
00:38Over here on the edge of the glass, where its surface is pointing 90
00:42degrees away from the camera, we are getting a lot more reflectivity and
00:46a lot less transparency.
00:48So BRDF controls the curve between transparency and reflectivity.
00:55Currently on this wine glass, I have this simple glass solid template applied.
01:00Scrolling down a little bit and you will notice the index of refraction is set
01:05to the default of 1.5.
01:07Scrolling down a little bit further, we have got the BRDF rollout and within
01:12here you have two options.
01:14You can either let 3ds Max and mental ray handle your BRDF curve or you can
01:20design your own custom curve.
01:22So, if you just want it to be calculated it for you, you can use the By IOR
01:28option and then the BRDF curve will be controlled by the index of refraction.
01:34So you will see here with an IOR of 1.5, we are getting solid glass.
01:39If I increase the IOR to something like 2.4, which is diamond, we are going to
01:44get a lot more reflectivity.
01:46If I reduce the IOR to like 1.3 for water, we will get a lot more transparency.
01:51Okay so, we will just set this to whatever our material is.
01:56So let's try it at 2.4 and render the glass and see what that does.
02:00So this is not physically accurate because of course, we can't model, we can't
02:05create a glass out of pure diamond, but it does give us more reflectivity and it
02:10makes our image pop a little bit more.
02:12The downside of it though is that we are getting too much refraction because
02:16this IOR parameter is controlling both the bending of light and the BRDF curve.
02:23Okay, so what we would really probably want to do if we want to make our images
02:27pop a little bit more and get more reflectivity, we probably want to have the
02:31IOR set to be physically accurate and then adjust the BRDF curve manually. So let's try that.
02:37So when I choose Custom Reflectivity function then I have three parameters to play with.
02:42The 0 degree reflection is how much reflection we are going to have in the
02:46centre or where the surface is pointed directly at the camera is 0 degrees to
02:52the line of sight of the camera.
02:53So as I reduce this, we will see less and less reflectivity in the centre.
02:57The second parameter is the reflectivity at 90 degrees which is on the edges or
03:02where the surface is pointed away from the camera and then the curve shape here
03:07is, as the name indicates, the shape of the curve and it's set to 5 by default
03:12which is actually kind of high.
03:13Let's see what this looks like if I set this to 1 and I will reduce the 0 degree
03:18reflection down to nothing and render the glass and see what this gives us.
03:23So this is a pretty clear demonstration of how BRDF works.
03:26You wouldn't really see this sort of phenomenon in nature but this is just a
03:30good indicator in terms of the lesson.
03:32So you will see here in the center it's completely transparent and at the edge
03:37it's completely reflective.
03:39So you'd never really do something like that.
03:41You would play with this until you got something that looked good and
03:44my recommendation with this curve shape is that default value of 5 is really way
03:49too high and I would tend to bring that down probably around 2 or 3.
03:56But this is definitely a process where you would just experiment to get the
04:00look that you want.
04:01So that's too reflective, I would say throughout.
04:05So I'll bring my 0 degree reflectivity down and just do iterative renders until
04:12we get the look that we want.
04:14So now this is better than setting the IOR really high because the light is not
04:19bending excessively as it travels through the glass but yet we are getting
04:23stronger reflections and we are getting a prettier image.
04:28Of course again, this is not physically accurate but it looks good.
04:31So that's how you control BRDF in Arch and Design.
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Rendering translucency
00:00One of the great things about Arch and Design is the ability to achieve
00:05translucent surfaces.
00:07So translucency is defined as illumination coming from behind a surface,
00:14illuminating that surface.
00:16So in other words, normally, when you have light striking solid surface, light
00:22will hit that surface and illuminate it and then that's it.
00:25There's nothing else going on there.
00:26But when you have a light shining through a surface, then you need to have that
00:33light contribute to the rendered color of the surface.
00:37So that's what translucency is all about.
00:39It's allowing us to simulate the effect of a semi-opaque material with a backlight.
00:47So in this example, I've got a lamp, and currently it's got a standard arch and
00:52design assigned to it but it's got no reflectivity, no transparency, nothing
00:58fancy going on just yet.
00:59So let's do a render of that.
01:01See what that looks like.
01:03So here it is with no transparency and no translucency.
01:07Don't worry about the lighting in any of these.
01:09We are going to talk about how the lighting works later.
01:12Currently, you'll see we are getting shadows cast and all that kind of good stuff.
01:16So if I want to see a translucent lampshade here, then I want to play around
01:22with the parameters in the Refraction section of Arch and Design.
01:27So first of all, we have straight up transparency, and that's fairly obvious.
01:31We've seen that with glass.
01:32If I set the Transparency to 1 for example, then we are going to get a
01:36transparent material, and I've got a color in here to make it a tinted
01:41transparent material.
01:42So let's render that and see what that gives us.
01:45Suddenly now, my scene is much brighter and we are not getting any shadows,
01:49because that material is completely transparent, so it's not blocking the light.
01:53Well that's not really what we want. We want it to be casting a shadow, and we
01:57want it to be as if it were lit from behind, and that's where translucency comes in.
02:02So I can turn that on and we can play around with these parameters here.
02:06So the weight of the translucency is the most important thing here.
02:11That controls the balance between transparency and backlight and you'll see
02:16here I've got a value of 0.5.
02:18That's probably a pretty good starting value to begin with. And then you also
02:22notice that I have got a color here for the color of the translucency itself.
02:27So in other words, this is the color that's going to shine through from the other side.
02:33So that's different from the transparency color.
02:35Basically, this is going to have more to do with the color of the shadows and
02:38this is going to have more to do with the color of the surface as rendered. Give that a shot.
02:44So now we are seeing backlight and we are seeing transparent shadows.
02:47So now we can play around with the translucency.
02:50If we want to give more emphasis to the translucency and less emphasis to the
02:55transparency, then we can increase this weight value.
02:58So I could set it to maybe 0.8, and then do another rendering.
03:04And that's really all there is to it.
03:05I can play around with these parameters to get the exact look that I want.
03:08Of course, that's also going to be dependent upon my lighting and exposure in my scene.
03:13But that's how you will achieve translucent effects with Arch and Design.
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Using ProMaterials
00:00As we have seen, mental ray Arch and Design has many great options and a lot of
00:05stuff to play with and it's a monolithic shader that will do almost anything.
00:08However, sometimes it's too much information to have to sift through and if you
00:13just want to get some materials applied quickly and easily, you might opt to use
00:17the 3ds Max ProMaterials instead.
00:20These are mental ray shaders that are specifically designed for a particular
00:24type of material such as glass or concrete or what have you.
00:29So, let's go ahead and do that.
00:30I am going to create a ProMaterial and assign it to some of these objects here.
00:35So let's start with a ProMaterial of solid glass and see what we get with that.
00:38I am going to call this pro glass and convert the Standard material into a ProMaterial.
00:45So, again each one of these ProMaterials is specifically designed to achieve a certain effect.
00:50So we have got Solid Glass.
00:52I will turn on the Background so we can see it in the sample slot and I will go
00:57ahead and assign that to my cube.
01:00Let's do a region render of that and see what the Solid Glass ProMaterial looks like.
01:08Now this particular object is actually about 18 inches on the side and solid.
01:13So that's a solid cube of glass.
01:16We have got the Color (Transmittance) here, which will determine the color of
01:20the fog inside the glass.
01:22So for example, I can choose Green if I want green glass.
01:26Click Render and now you can see we are getting a green tint.
01:30We can control the density of the fog through this Reference Thickness parameter
01:36and it's as same as the Max Distance parameter in the Advanced Rendering Options
01:41rollout of the Arch and Design shader.
01:44If we set this to 3 feet then we won't see much of an effect because it won't
01:48reach the full density.
01:50If I reduce the thickness to let's say an inch, then we will see a much stronger
01:58effect to the tint and in fact, so strong that it's almost opaque.
02:01You notice we are getting an interesting effect here around the edges where it's
02:05almost transparent there.
02:06So we can adjust these different values to get different effects.
02:11Back to 6 inches there.
02:12You can also play around with Custom Colors.
02:16So instead of just these default colors we can go and choose a Custom Color and
02:20plug-in whatever we want.
02:21So if I want to have a much more saturated green, I can choose that.
02:26You notice that now it is looking very, very thick, so we might want to increase
02:31this to let's say 18 inches to control the look.
02:36One handy option of the ProMaterials is that they have material parameters built
02:42into allow you to vary the surface.
02:45So for example, we have a Surface Roughness and Surface Imperfections.
02:49So we can play around with that.
02:51What I am going to do is I am going to get in closer so we can see this more
02:54clearly because those Surface Imperfections are pretty small.
02:59So here I am going to choose, we have Rippled, Wavy or we can put a custom
03:05map in there as well.
03:06Go back to my rendered frame window and I'll do a full-view render.
03:12So we can see with just a few mouse clicks, we will get pretty good results with
03:16this green glass and we have got some surface imperfections on there too.
03:21One thing you do want to watch out for with these ProMaterials is some of them
03:24do actually create links to external bitmaps just like the Arch and Design
03:29templates do and ironically, those are not displayed in the interface.
03:35In other words, the ProMaterials make reference to bitmaps and you can't see
03:39that that's happening in the Material Editor.
03:42So be very cautious about that because ProMaterials could cause you grief if you
03:47update to a new version of 3ds Max.
03:49Your materials might actually change.
03:52So if you want to protect yourself from that, stick with Arch and Design.
03:56If you want to go fast and loose and take your chances then play around with ProMaterials.
04:01They are quick and easy and in most cases, they don't use bitmaps, but in
04:05some cases they do.
04:06So just a warning on that one.
04:09So that's how you use ProMaterials with mental ray in 3ds Max.
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6. Photometrics and Exposure Control
Understanding photometrics
00:00Now that we have learned all about mental ray materials, we can start looking at
00:04photometric lighting.
00:05Here is a scene of an interior that uses photometric lighting and I have got a
00:10rendered image here.
00:11Let me pull that up on the screen for you.
00:13These images do take a while to render.
00:15This one took about 3 minutes to render on a fairly fast machine.
00:19You can see it is a pretty small image size and it took quite a while.
00:23So be prepared for that.
00:25In these exercises, at this stage, I don't want to use the version here that has
00:31all the materials because that's going to take a lot longer to render.
00:34So as you'll see, I am going to open up another version of this scene
00:37that just has a blank Light material and we'll start from there.
00:40But I just wanted to show this to you to give you a little bit of a taste of the
00:43power of photometrics.
00:45So what are photometrics?
00:47Well, as the name implies it's photo meaning light and metrics
00:50meaning measurement.
00:52So, photometrics are a way of measuring light sources in the real world.
00:56Generally speaking, when working with interior lighting, we will work with a
01:01unit of measure called lumens because that's what light bulbs and fixtures are
01:05rated at, in lumens.
01:07Once you have the photometric information, whether it's coming from artificial
01:11lighting source or from daylight, that information can then be used to
01:15calculate advanced lighting techniques in global illumination like Raytracing and Final Gather.
01:20This is an actually a physically accurate simulation and because of that.=,
01:24we can precisely represent what a particular scene would look like given a
01:30certain lighting scheme.
01:31So this is very valuable to architects and interior designers so they can
01:35visualize exactly what it is going to look like on a certain day, at a certain
01:39latitude and at a certain time.
01:41Pretty incredible stuff.
01:43In order to do this properly though, we have to follow some rules.
01:46First of all, we need to have a camera that's calibrated in some way, just like
01:51when you take a photograph in the real world you have to set the exposure.
01:54So I am going to hit Alt+W and go out to show you that I have got some
02:00cameras in this scene.
02:01I am going to open up my Layer Manager and make the cameras visible.
02:06So you can see I have got several cameras viewing the scene from different angles.
02:12So that's sort of a prerequisite here. We got to have a camera and we have to
02:15apply some kind of exposure control to the camera or to the scene, so that way
02:21we will bring this very large range of possible brightness that we find in the
02:25real world down to a narrower range that we can represent on a screen like a TV
02:30or a computer monitor.
02:32So that's called exposure control.
02:34Another thing that we have to do is make sure that everything in the scene is
02:37modeled to accurate real-world scale because photometrics assume and depend upon
02:43the fact that everything in our scene is modeled to real-world scale.
02:49And so I have set my scene up to feet and inches and I've modeled all these
02:52objects to the size that they would really be in the real world.
02:56So that's critical and it's not optional.
02:59So I can't stress that enough of how important it is.
03:02We will talk a little bit more about that in a moment.
03:05One last thing to mention about photometrics is that it's a starting point.
03:11Once again, we can cheat, we can push our rendering towards different
03:16contrast, or we can cheat the color in ways that we could not really do very
03:20well in the real world.
03:21It's kind of akin to if you take a photograph of a real scene, you might bring
03:25it into a Photoshop and adjust it so that would print out well or display well
03:31on a TV screen or what have you.
03:33So the same sort of principles apply here in 3D and we can adjust our rendering
03:38to get "physically accurate results" or we can adjust it to get more
03:43impressionistic results that satisfy some sort of artistic criteria.
03:48So that's a little bit of an introduction to the concepts behind photometerics.
03:51Let's dig in and we are going to take a look at modeling to scale.
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Understanding the importance of modeling to scale
00:00When working with photometric lighting, once again it is critical that you model
00:04your scene to accurate real-world scale.
00:06That's not something that is always necessarily done in an animation or
00:11visual effects workflow.
00:13So if you come from the game world or from media and entertainment, you might
00:18not have learned at Stage 1 to model all of your scenes to some particular scale.
00:24Whereas if you come from an engineering or design background then that's
00:27probably sort of an assumption that we are always modeling to scale.
00:30Well, if you haven't modeled to scale then you are going to have problems.
00:33Your photometrics are not going to work correctly.
00:36So you are going to have to fix that somehow.
00:38Just to show that I have modeled this scene to scale, I am going to create a box
00:43here and I am going to create a box here that's 1 foot on a side. Oops!
00:49That's 1 inch.
00:5012 inches, 1 foot on a side.
00:54And I usually do this just as a sanity check to see okay, did I really build
00:58this thing to scale? Is that really right?
01:00So this is kind of a trick that people do a lot is create a box that's 1 foot on
01:04a side or whatever amount on a side in order to be able to see okay, is it
01:09really, really the right size?
01:10And in this case it is. That's fine.
01:13Let's say that you have an issue, that you haven't modeled your world to scale. Then what?
01:18Well, you are going to have to rescale your whole scene and there is good ways
01:25and there is bad ways to do that.
01:26I am going to delete this box.
01:28One way that you could scale your scene would be to select it all and put it
01:31into a group and then scale the group.
01:34But that's going to cause problems because if things are linked together or if
01:39you have constraints or if you have any kind of fancy animation stuff going on
01:42in there then it is probably going to break when you scale the entire group up,
01:46so that's not recommended.
01:48What I do recommend that you do instead is go up to the Utilities panel here and
01:55you want to go into More and within here, we have all these utilities.
02:01You are looking for one that says Rescale World Units and this is going to just
02:06create a multiplier just globally on all of your geometry and scale it all up or down.
02:11It is more robust.
02:12It's probably not going to break as easily as if you would just grouped
02:15everything and scaled it manually.
02:17I am going to go in here just to show it to you.
02:19Okay, so we have to click Rescale over here and you have got a Scale Factor and
02:25we want to affect the entire scene usually.
02:27So if I put in a value of 10 then my scene would be scaled up to be 10 times its current size.
02:33If I put in a value of 0.1, it will be scaled to be 1/10th of its current size.
02:38Okay, I am not going to execute that because, of course, mine is already modeled to scale.
02:43The very worst thing you can do would be to change your System Unit Scale.
02:48This is how 3ds Max internally calculates scale and if you adjust this on an
02:54existing scene, you could actually kill your scene.
02:57So I am going to show this to you in order to warn you away from it and this is
03:02a do-not-touch situation, but I just want to show it to you.
03:06In your Customize menu, you have your Unit Setup.
03:09You have probably seen this before.
03:11You have got your Display Unit Scale where you get to choose what units of
03:14measure you want to work in.
03:15Do you want to work in metric or US Standard or whatnot?
03:18So the Display Unit Scale doesn't affect the geometry in any way.
03:22It just changes how, for example, dialog boxes read out units or little spinners.
03:29With my box a moment ago it was reading out in feet and inches.
03:32So if you change the Display Unit Scale, it's not going to alter your scene.
03:36It's just going to alter your yard stick, what kind of yard stick are you
03:39going to use essentially.
03:40This button up here System Unit Setup, this is the big bad one that could
03:44get you into trouble.
03:45So I am going to go in here just to illustrate.
03:48Okay, the System Unit Setup, this calculates the actual raw accuracy of 3ds
03:54Max as an application.
03:56If you went and changed this after you had built your scene, there is a chance
04:01that you would actually destroy your scene because you might end up with
04:05round-off errors in which the computer didn't know whether a point was here or
04:10there and it just collapse them altogether and you get geometry crumpling and
04:14all kinds of horrors.
04:16So do not change this at any time. Except maybe if you are modeling an entire city,
04:21you might come in here and change this to feet or meters or something, but
04:26only do that before you start modeling.
04:30And the reason this exists is because you can't have super-huge objects and
04:35super-tiny objects in the same scene.
04:37So I wouldn't be able to model something the size of the earth and also have
04:41something modeled the size of a person in the same scene. Just there is not that
04:45much accuracy to 3ds Max and in fact, none of the major media and entertainment
04:503D applications have that kind of accuracy.
04:53It just doesn't exist.
04:54There are systems that have that accuracy, but 3ds Max is not one of them.
04:58So again, the System Unit Setup needs to be left alone unless you are building a
05:02very, very large scene and you would change the System Unit Setup only before
05:07you begin modeling and not after.
05:11So again model your scene to scale.
05:14If you have forgotten to model your scene to scale, you can use Rescale World
05:17Units to get it up to snuff and no other method is really going to work.
05:21So that's really the best way to deal with the situation.
05:24But of course, an ounce of prevention is worth a pound of cure.
05:27So hopefully now that you have heard this, you will not go down the path of
05:31arbitrary scale, but you will have an absolute real-world one-to-one scale for
05:36all of your scenes from now on.
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Using free lights
00:00Now that you understand the essentials of how photometrics are supposed to work
00:04and the importance of modeling to scale, we can start building a scene with
00:08photometric lighting.
00:10We're going to start with a Free Light because that's the simplest.
00:12A Free Light is one that is good for table lamps, floor lamps, down lights,
00:18florescent tubes or any kind of lighting fixture that does not have a specific
00:23directionality to it.
00:24If you do need to precisely aim a light, then you want to use a Target Light
00:29instead, but this one is going to be an omni- directional light that's shining in all directions.
00:34So I'm going to go to the Create panel and under Lights we've got Photometric Lights,
00:40and here is Free Light.
00:44Now as soon as I start trying to create that Free Light I get a dialog popping up
00:48that says you are creating a photometric light.
00:50It's recommended that you use the mr Photographic Exposure Control.
00:55Would you like to change this now?
00:57Well, if it says mr Photographic Exposure Control, that's good and we should say
01:02yes, because Exposure Control always has to be on when we are working with
01:06photometrics, and we'll look at Exposure Control in great detail later.
01:09So I would say yes at this point.
01:12Now if you create a light and use it and this dialog says to you it's
01:16recommended that you use logarithmic or some other type of Exposure Control,
01:22then you don't want that because those are all for the standard default Scanline Renderer.
01:28So in mental ray we always want this so called mr Photographic Exposure Control.
01:33So that's fine. We're going to say Yes to this and that's going to turn it on.
01:37So now we are allowed to create our Free Light, and I'm going to go over to
01:40my plan here and I am going to just zoom in a little bit with the mouse wheel
01:46and click once to create the light and then right-click to finish creating
01:51lights, then I go over to Front or Side view and increase the elevation,
01:57move it up to the right height. There we go.
02:03So we've got our lamps there that are photometric Free Light.
02:08So now as soon as I do that, you'll see we're starting to get some illumination
02:12in the shaded views, so already things are working pretty much.
02:17Now to help you a little bit with visualization so you can kind of get a
02:20sense of what things are supposed to look like, for each of the viewports
02:26you can go into the controls for that viewport and in Max 2010, they've got a new
02:31way of handling this.
02:32There are 3 different menus per viewport and the one on the right is your Shading mode.
02:37So if you left-click on that then you can go and choose these different shading
02:41modes like Wireframe and whatnot, and additionally you have sections here for
02:46Lighting and Shadows.
02:48So you can choose to for example Illuminate with Scene Lights and that's what
02:52we are seeing here.
02:53If we are having trouble seeing what we're doing and it's blasting out in the
02:57viewport or whatnot, we can choose Illuminate with Default Lights and now we're
03:01back to just seeing with default lighting.
03:04This is just an over the shoulder light that's behind the current viewport's camera.
03:10So that sometimes helpful when you can't see what you're doing because your
03:13lights are too intense.
03:17Also in this menu, we have the ability to Enable Hardware Shading and this is
03:23supposed to show you a better representation of what your lighting is going to look like.
03:28So it is hardware dependant.
03:30It depends upon whether your computer's graphics adapter is able to support
03:35these fancy features.
03:38Additionally, under Lighting and Shadows we have the ability to enable Exposure
03:42Control in the viewport, so that's also good because that gives us a sense of
03:47whether we've got the right exposure, whether our virtual camera's iris is open
03:52to the right amount for the lighting that we have.
03:55So these are the options that you have.
03:56You can view with scene lights or with default lights.
04:00You can Enable Hardware Shading.
04:02If Hardware Shading is on, you can enable Exposure Control.
04:06Now your mileage is going to vary quite a lot with this depending upon what
04:10features your hardware supports, but it's great that in Max 2010 they have added
04:15these features, because previously with photometrics it was almost impossible to
04:19tell what you're going to get without doing a full rendering.
04:22So that's how you'll create a free light and next we're going to look at
04:25adjusting its basic parameters with photometric templates which are built right into the light itself.
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Selecting photometric templates
00:00In our scene we have a single free light inside the lampshade, but we haven't
00:05played around with the intensity or the color or anything like that.
00:08So in order to get good results with photometrics, we have to pay attention to
00:12the settings for the light and also for the exposure on the camera.
00:16Let's see what we have just now.
00:17I'm going to open up my rendered frame window and this is a basic test render,
00:22with very low quality settings. Maybe we'll do a little bit better version of that.
00:27So here it is and you can see it's very, very bright and it's very washed out.
00:31We don't have any shadows or anything like that going on yet.
00:33So let's take a look at the lights' photometric templates.
00:37So I'm going to select my Photometric Light and go to the Modify panel and
00:42within here you will see-- scroll up to the top, Templates, so similar to the
00:48material templates. We've got some common settings that we can just grab.
00:53These templates are for some of the most useful lights that you will come across
00:59like incandescent bulbs or halogen and so on, or even street lamps.
01:06The thing that you need to know about these is that they run a little script
01:10that changes a lot of the parameters of the light, but they don't necessarily
01:16change all of the parameters and so you're going to have to look out for that.
01:20It might actually bite you, because you might think that changing this to some
01:25other template is going to change all of the parameters here, but it may not.
01:31So you're going to have to pay special attention to how that works.
01:34So for example, let's say I set this to 100-watt bulb and you'll notice that the
01:39intensity in my viewport has changed and also the color has changed.
01:43So these are the most important parameters of the light that are adjusted when
01:48we play around with the templates when we choose Templates.
01:52So scrolling down here, Distribution is one thing that changes.
01:57We'll look at all of these in detail later, but Light Distribution is basically
02:02how does a light spread through the scene.
02:04Is it a spot light, is it an omni- directional light that shines in all
02:07directions equally or what?
02:10Then we have the Intensity and Color.
02:13So here we've got the color temperature. Again we'll be talking about these in
02:16more detail, but this is essentially the color of the light and then the
02:20Intensity measured in various units of measure.
02:25I always prefer to use lumens, because that's the unit of measure that you see
02:30most commonly associated with, for example, a light bulb.
02:33When you go to the hardware store and buy light bulb, it will say how
02:36many lumens on the box.
02:38And any of this stuff can be tweak manually after you've have selected the template.
02:42There is one more warning, which is once you've changed some settings on your light,
02:48if you go then to create more lights 3DS Max remembers all the settings
02:53on the light that you've adjusted.
02:55So that's not really optimal but that's what it does.
02:59So if I create a new light now, it's going to have all of these settings.
03:03It won't just go back to sort of neutral.
03:05It's going to kind of do that from now on.
03:08So just a warning that it's got that behavior.
03:11So that's how you work with templates and that's how you can set the most basic
03:15properties of a photometric light.
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Understanding mr photographic exposure control
00:00We have created a photometric light and chosen a basic template of a 100-watt bulb.
00:05Now we are going to play around with exposure control to get the right look.
00:09So this is the rendering from a moment ago when we just had a default free light
00:14without the template chosen.
00:15So let's see what happens when we render this now with a 100-watt bulb.
00:19So see it's much more orange and it's darker and we have also got a pretty
00:25strong hotspot here. Part of the reason for that hotspot is that we don't have
00:28any shadows currently yet in the rendering.
00:30So next we are going to look at mental ray's Photographic Exposure Control and
00:35this is pretty exciting because it works just like a real camera and we get the
00:40ability to fine-tune the look of our rendering.
00:43So we can go the Rendering menu, Exposure Control.
00:47That's one way of getting at it.
00:48There is also a button conveniently located on the rendered frame window so you
00:53can get at Environment and Effects Exposure Control quickly and easily.
00:59So you will see mr Photographic Exposure Control is selected and active and this
01:06happened when we first created the Free Light.
01:08Remember we were prompted and asked do you want to enable mr Photographic
01:12Exposure Control and the answer we gave was yes.
01:16Just to point to you in this dialog there are bunch of other types of Exposure Control.
01:21These only work with the Scanline Renderer and not with mental ray.
01:25So your only choice here is mr Photographic Exposure Control.
01:30Scrolling down a little bit, there is some presets in here that you can maybe
01:35play around with and see what they do. We have Physically Base Lighting, Indoor
01:39and Outdoor, Daytime and Nighttime.
01:41So, for example, if I select Physically Base Lighting Indoor Nighttime,
01:46I will get one set of settings and if I try Indoor Daylight, I will get
01:50different settings.
01:52I don't tend to use these presets very much because I always have to adjust the values anyway.
01:58Go back to Indoor Nighttime.
02:00You'll note that things change in the viewport when I do this because I have the
02:07option of Lighting and Shadows > Enable Exposure Control in Viewport turned on.
02:13So whenever I do something here, I will see a pretty good preview here.
02:15All right, so what do we have in here?
02:19Well this works just like a real camera and we have to set all these settings
02:24just like we would with a real camera and that includes color.
02:27So we got some basic sections here and we are going to look at each one of
02:30these in detail. We have got the Exposure section, which is basically the
02:34brightness, and then the Image Control section, which breaks down into an area
02:39that deals with contrast which is here, and then another area that deals with
02:44color which is here.
02:46So it's all right here at our fingertips and next we are going to take a look at
02:49Exposure Control for brightness and contrast with exposure value.
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Adjusting brightness with exposure value
00:00One of the most important parameters in mr Photographic Exposure Control is
00:04the Exposure Value and this is the single number that represents how much
00:09light is coming into the virtual camera's sensor and it's a very simple way of
00:14controlling brightness.
00:16The maximum you will ever need here is about 15 and that would be on super
00:20bright daylight on an exterior scene.
00:23The lowest you would want to take this might be zero or even negative
00:27numbers are allowed.
00:29So lower numbers let in more light and that's kind of the opposite of what you
00:35might think, but as you see if I increase this Exposure Value to let's say 5,
00:42and press Enter, you will see my viewport preview becomes much darker.
00:47Let me move this over here.
00:49So with an Exposure Value of 5 we have got a pretty dim scene.
00:54If I increase this number greater, we are going to be letting in less and
00:57less light to the scene.
01:00If I set it to like 1, then that's going to be pretty bright.
01:03Now I am not restricted to whole numbers. I can use fractional numbers if I want.
01:08The spinner buttons go up by whole numbers but I can type in a fractional
01:16value if I want like 2.5.
01:18These numbers represent essentially F- stop. If you are a photographer you are
01:22familiar with the concept of an F-stop and as I increase this value by 1, then
01:28I am stopping down by one full-stop and when I stop down by a full-stop,
01:35 it's letting in half as much light to the camera.
01:38That doesn't necessarily relate to half as much light subjectively in the rendering.
01:44In other words, technically I am letting in half as much light each time I
01:48do this but aesthetically it doesn't seem light gets half as much light in the rendering.
01:59So as I mentioned negative numbers are okay.
02:02We can actually go into negative land if we have to.
02:05In this case I don't want to because it's starting to blast out with this 100
02:08watt bulb, but you were illuminating a scene with single candle or something
02:13like that it would be necessary to use a negative Exposure Value.
02:17In this case I think a value of two or three is probably appropriate.
02:20Let's do a quick render of that and see what we get.
02:23Okay that's a good starting point. Maybe I could open up the iris a little bit,
02:30so stop-up by one stop.
02:34We don't have any shadows in here yet, so it's a bit over-lit but it's probably
02:38a good starting point.
02:39So now you know how to adjust the brightness with Exposure Value form this single number.
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Using photographic exposure settings
00:00Exposure Value is one way to adjust the brightness of your rendering by just
00:04simply plugging in a single number here.
00:07But we can also use real world metrics to do the same thing.
00:12So if you are a photographer and if you spend your whole life working with F stops
00:16and film speeds and so on, then you can also use this method.
00:20We can choose Photographic exposure and set values here.
00:25So for example, I could say I want my shutter to be open for 30th of a second
00:32and I want to shoot at F2 and this is physically accurate. This is basically the
00:37same result that you would get on a set or a location if you set your camera to
00:43these values and had a 100 watt bulb, so let's do a render of that.
00:48Now you can see it's quite dim.
00:51So you can expect that we would have to have faster film. We would have to have
00:55a higher film speed.
00:57Again this is pure optional.
00:58You don't have to use this but I like to use it because it's I get to repurpose
01:03my knowledge of how cameras work.
01:05So what I recommend that you do in a case like this is just simply increase the
01:08film speed. And there is no limit on these, we could do whatever we want.
01:12Unlike a real camera our film speed could be infinite.
01:16So now let's try ISO 600 and that's still too dim.
01:21We could take this up to ISO 1200 or however high we want to take it.
01:27Now, the thing that I want you to know about this is that unlike a real camera,
01:32the shutter speed and F stop do not affect the quality of the rendering.
01:38In other words, shutter speed on a real camera controls how much motion blur you get.
01:43If the shutter is open for a long period of time, moving objects will be really blurred.
01:47If the shutter is open for a short period of time, then objects will have less blur on them.
01:52That doesn't work through here.
01:55Changing the shutter speed does not affect your motion blur at all.
01:59That's controlled through the Camera Settings in the Render Setup.
02:03So I am just going to show it to you here. We are not actually going to be doing
02:06any animation in this course but to just kind of illustrate this to you, so you
02:10would see that if we go to the Renderer tab, I have got to scroll down,
02:14I am looking for the Camera Settings. Here we go.
02:20So it's in the Camera Effects.
02:22We can turn on Motion Blur and we have to set our shutter speed and so on in
02:27here instead of in the exposure control.
02:31So, don't let that confuse you.
02:33This is where we control motion blur.
02:35Likewise, if you want depth of field effects, if you want focusing effects where
02:39certain objects are in focus at a certain distance, objects at another distance
02:43might be out of focus.
02:45That would be dealt with, once again, not through the exposure control but
02:50through the Camera Effects rollout within the Render Setup dialog because these
02:57depth of field and motion blur effects are essentially post effects, they are
03:01essentially cheats that are applied after the main scene is rendered.
03:06Okay so, all that has to be dealt with through here.
03:09So that's how you would use the photographic exposure controls to emulate a real camera.
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Understanding color temperature
00:00We have got a handle on how to adjust the brightness using the Exposure Value or
00:05the photographic exposure settings.
00:07Now let's talk about color because as you have seen so far, this rendering
00:11looks pretty orange.
00:13This is because the light is setup to act like a tungsten filament lamp.
00:19So standard incandescent bulb has a certain color and in fact, all light sources
00:25in the real world have a color.
00:27The sun is usually white or yellow, the sky is blue and an incandescent lamp
00:34like this one is pretty orange.
00:36So color is measured in degrees Kelvin and that's called its color temperature.
00:42This goes back to early research in which there was a hypothetical black body.
00:48If it was heated to a certain temperature, it would emit a certain color of light.
00:52So if it's black at a temperature of 0, as we heat it up it will go through
00:57orange and heat it up some more, it will turn white.
01:01Heat it up even more and it will turn blue.
01:03That's the opposite of what you are used to from art in which we think of red
01:07is being a warm color and blue is being a cool color.
01:11But in the world of color temperatures, in the real world of measuring this
01:15black body, in fact, red is cooler and blue is hotter.
01:20Let me show you a chart of various common color temperatures.
01:25So the range here is from about 1800 degrees Kelvin up to about 9300 degrees
01:32Kelvin and you will see here sodium arc lamp has got a very warm color and so
01:38that's why street lamps cast this very strange orange glow.
01:42And we will see here, here's an incandescent bulb, which is rated about
01:472800 degrees Kelvin.
01:50Going up a little bit more, you will see indoor film or the indoor setting on a
01:55digital camera is 3200.
01:58Going up a little bit more, outdoor film or the outdoor setting on a digital
02:02camera is 5600 degrees Kelvin and then we look at daylight.
02:08So if you see sunlight on a cloudy day, it's going to be in the range of 6500
02:14degrees Kelvin and that's 6500 is also a magic number known as D65 which is a
02:20reference value and that's what the default lights are in 3ds Max when you
02:25create a Free Light the first time.
02:27It will have a color of D65 or 6500.
02:32Also you will see that televisions and computer screens are nominally at 6500
02:38degrees, which means if you display white on your computer screen, it's going to
02:41at 65 K. You can also set your computer screen to be bluer, 9300 degrees K,
02:48although that's not that common now.
02:50So this is a range going from orange to white to slightly blue to really blue.
02:58So that's a basic concept behind how color temperature works and in the next video
03:03we are going to set the color temperature of our light and our exposure
03:06control so that we will get the color balance that we desire.
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Setting the exposure whitepoint
00:00With an understanding of how color temperature works, we can now adjust some
00:04settings in 3ds Max to get good renderings.
00:08My light is currently selected and I have got the Modify panel active.
00:13And remember I chose the template of 100-watt bulb.
00:17So, let me scroll down here a little bit here and you will see under Color,
00:23we have got our color temperature displayed here.
00:25So, 2800 degrees Kelvin is the nominal color temperature of an incandescent bulb
00:31and we have a little swatch here to indicate basically an approximation of what
00:36that color would be.
00:37By the way, if you wanted a colored light or a light that had a gel or some sort
00:42of translucent material over it, you would either model that translucent
00:47material and create it with an MR Arch & Design Material and have that sort of
00:52filter the light to get the color that you want or you could adjust this color
00:57swatch here, but what you would not want to do is push this Kelvin value into
01:02some other strange value.
01:04In other words, if I want to put a green gel over this light, I would actually
01:07build a green gel or I would adjust this filter color and make it green.
01:11I would not go and mess around with this because this is a photometric value
01:15that's supposed to be physically accurate.
01:17So, it should be basically left at whatever the light would be in the real world.
01:22Good. So, we see 2800 degrees Kelvin here and that's because I chose a template.
01:28Over in our Environment and Effects note this. Whitepoint.
01:33So, this is the color of white light that the camera is expecting to see.
01:40So, in other words, if I was sending out light at 5600 Kelvin here, then the
01:48camera would see that as being white.
01:51So, just to show you this, if I did put in 5600 here and press Enter, now we are
01:55getting perfectly neutral white in the viewport and our renderings. All right.
01:59I am going to send that back to 2800 because we want to be physically correct here.
02:04So, that just goes to illustrate that the Whitepoint should match the color of the lights.
02:12So, just like with a real camera, when you are indoors, you set your camera to indoor.
02:16When you are outdoors, you set your camera to outdoor.
02:19The basic settings that you would use in Environment and Effects, there are
02:23really two that you would use most commonly, because we are going from the
02:27convention of existing real world cameras that basically have two settings.
02:33You have indoor and outdoor.
02:34This is the outdoor setting, 5600.
02:38If I set this to the indoor setting, that would be 3200 degrees Kelvin and press Enter.
02:43So, now we are seeing a very slight orange cast to the scene.
02:48And that's what we would really see if we illuminated the room with an
02:52incandescent bulb and photographed it with a camera set to indoor light.
02:57So, that's pretty much physically correct.
02:59Now, you can still cheat this.
03:01This is what you would achieve if you were in the real world, but here in the
03:05digital world we have more freedom.
03:07So, we can cheat this.
03:08We could actually set the Whitepoint to whatever we desire.
03:11I could set it to 2800 and we are back at exactly perfectly neutral whites in the rendering.
03:17I could push it in any direction.
03:18If I wanted this to be extremely orange, then I would set this to be a higher
03:23value like D65, 6500 and that's an extremely orange color.
03:28I don't think that looks good, but I am just trying to illustrate to you that
03:31it's possible to do so.
03:32So, it's the differential between the Whitepoint and the lighting in the scene
03:37that causes this tinting.
03:39And sort of counter-intuitively, if I had a very low value to the Whitepoint,
03:47if the Whitepoint is lower than the Kelvin of the lamp itself, then we are
03:52going to get a blue cast.
03:54If the Whitepoint is high, then we are going to get an orange cast and if it's
03:58right on the money, we will get perfectly neutral whites.
04:01Now, if you are in a mixed lighting setup, you would also probably need to cheat.
04:06So, for example, let's say you had light coming from outdoors, which would be at
04:10maybe 5600 or maybe 6000 degrees Kelvin, and you simultaneously have an
04:17artificial light in your scene that's maybe at 2800 Kelvin, then you can either
04:22pick one of those and sort of let the chips fall where they may, or you might
04:27split the difference and set the Whitepoint sort of between those two.
04:31Every lighting setup is different so you are going to have to experiment.
04:34But at least now you know how to do it.
04:36So, that's the importance of a Whitepoint.
04:38Usually, I sort of follow the convention of using real-world numbers and that
04:44breaks down to again, if it's an indoor scene, 3200 degrees Kelvin.
04:48If it's an outdoor scene, 5600 degrees Kelvin.
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Adjusting contrast with exposure image control
00:00We have learned about how to set the basic brightness with the Exposure Value or
00:06the Photographic Exposure Controls and now we are going to look in a little bit
00:10more depth at fine-tuning the contrast of a rendering.
00:14And that's done through the Image Control section here.
00:17The values that I have in here currently are not the default values.
00:21Just so you know, I have already adjusted these, so that my rendering will look
00:25good on the screen here.
00:27So, these are actually good values for an interior scene, at least for a starting point.
00:33So you will see here, I have got Highlight at zero, Mid-tones at 0.5 and Shadows at zero.
00:38We are going to take a look at how these work.
00:40So, let's do a quick rendering so that we can compare.
00:46So, here it is with values of 0, 0.5 and 0.
00:49I am going to clone the rendered frame window.
00:52So we will have something to compare it to.
00:54I am just going to push that off to the side.
00:57So, the default values are more like 0.1 and something like 0.7 or 8 and maybe 0.2.
01:06Something like this is more like what you would see when you first start up the
01:11program and what is that going to give us?
01:16Well, it's essentially going to be more contrasty.
01:19So, let's see a side by side of this.
01:21So, here is mine with 0, 0.5 and the 0 and here it is with the parameters
01:27adjusted to be more like the defaults.
01:29This is kind of blasting out here and that's my main reason for adjusting the
01:33values the way that I have.
01:35So, let's go back and play around with this a little bit.
01:38So, what do these things do?
01:39Well, in fact, I have Exposure Control turned on in my viewport, so we can kind
01:43of get an interactive sense of how these work.
01:46So, first of all, Highlights or Burn. As we increase this value, we are going
01:52to increase the contrast of our rendering but what's going to happen is it's
01:56going to clip the whites and that means we are going to lose information in the highlights.
02:01So, it's going to just stretch the contrast, we are going to have a greater
02:04Contrast but the downside is that then our whites are going to be blasted
02:08out and then we might have to then compensate for that by reducing the Exposure Value.
02:13So, I want you to bring this down to like 1200 or something like that and
02:17it's still clipping out.
02:18Now, we can see here this curve is hitting a plateau up here and basically all
02:24the information in the whites here is being lost.
02:27So, I don't really actually use this much or really at all.
02:32If I do, I would use it very conservatively with a value of like 0.1 or
02:36something like that.
02:38See what this looks like at 1600 ISO. Do another render.
02:46So, it's still clipping here.
02:47So, I really don't use it much, if at all.
02:51So, let's send it back to a 0.
02:53The Midtones value has to do with more of the brightness of the Midtones or
03:01the intensity of the Midtones, without affecting either end or the top or
03:07bottom of the contrast range.
03:10So, this is one way that we can actually reduce contrast is by increasing the Midtones.
03:16So, let's see what this gives us.
03:20So it's much brighter out here and yet it's not clipping over here.
03:24We should be able to see that in the viewport too, as I play around with this.
03:29So, lower values to the Midtones are going to increase contrast; higher values
03:34are going to decrease the contrast.
03:36I will set it back to at 0.5.
03:40And in the Shadows, higher values increase contrast by crushing the blacks.
03:47So, I don't really use this very much either because if I increase the Shadow
03:52parameter, it's going to make my scene more contrasty but then the darkest
03:57regions here are going to sent closer and closer towards black and we will
04:01basically be losing information here as well.
04:03So, if I want the full range of Brightness values in my rendering.
04:08I will actually usually set Highlights to 0 and Shadows to 0 and then the
04:12Midtones somewhere between maybe 0.5 to 0.7 at the most for an interior scene.
04:18For exterior scenes, the rules are a little bit different.
04:21When we get to exterior lighting, we will talk about setting image control
04:24appropriately for an exterior scene.
04:26But for interiors, this is probably a good place to be.
04:30So, I will go ahead and do a render.
04:34And that's how we would control the contrast of our rendering with the Image
04:38Control settings in the mr Photographic Exposure Control.
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7. Advanced Photometrics
Installing and using photometric .IES files
00:00We are going to delve into advanced photometrics and getting full control over
00:05the behavior of the lights in our scene.
00:08Now, there are several different ways of controlling photometrics and one is
00:12to use an IES file.
00:14This stands for Illuminating Engineering Society, and IES files are text files
00:19provided by a lighting manufacturer for precisely this purpose, for doing
00:24simulations of lighting in a computer.
00:27So I've got one here that I can show you, bring that up in a Notepad document,
00:33and this is just an example of what an IES files looks like.
00:37And you could actually write your own IES files but you are probably just going
00:40to download it from the lighting manufacturer's website or maybe from a website
00:44that is a retailer, a wholesaler that has many different manufacturer's
00:49products available.
00:52Once you have downloaded an IES file, you are going to need to put it into your
00:57current project, so let's take a look at that too.
01:00I'm going to go around and open this up.
01:04So here is my current project for this chapter, Advanced_Photometrics, and under
01:10sceneassets/photometric,
01:12I have stored several of these IES files, and this is exactly the only place
01:19where the IES files are allowed to live.
01:23You must place your IES files in this folder and no other location.
01:29If you put them anywhere else, they won't be found.
01:32And IES files are kind of like a texture in which this information is for
01:38some reason not embedded in the Max scene file.
01:41It's always stored externally.
01:43So again, you'll download the IES file and you'll place it into your current
01:47project under sceneassets/photometric.
01:50Then and only then will you be able to use it.
01:53Okay, so here we go.
01:54I'm going to create a new Photometric Free Light for these track lights.
02:02So I'm going to go in a little bit closer in my top view and create the light
02:09just there and then right-click to exit out of light creation and move it in
02:16my front or side view.
02:19Now the position of the light relative to the light fixture might be something
02:23that you need to adjust, especially if you are casting shadows.
02:27So this is an area where there is a little bit of room for interpretation.
02:32Should the light icon be right sort of on the edge of the geometry of the light
02:37fixture, or should it be inside?
02:39You are going to have to experiment with that and see what works.
02:42I'm going to place it right on the edge here and leave that alone.
02:46Next step with the light selected, I'll go to the Modify panel and in order to
02:51use this IES file, what I need to do is choose a different distribution type.
02:57So in this General Parameters roll out you'll see Light Distribution (Type).
03:02We're going to look at the rest of these in a moment but right now I'm going to
03:04go straightforward Photometric Web, and click Photometric Web.
03:11Scrolling back around.
03:12For some reason it's changed all my rollouts but here we go.
03:16Now, I've got a new rollout here that says Distribution (Photometric Web), then
03:23I can click to choose the IES file.
03:27And it will take me directly to the sceneassets/photometric folder in
03:32my current project.
03:33So I have several of them here. Let's try one of these.
03:37And you'll see a little preview here of the distribution function of the light.
03:41Go ahead and click Open and now you'll see we have a much stronger
03:46illumination on the scene.
03:48Let's make sure that I'm actually visualizing Exposure Control, to get a better
03:53sense of this is really for real.
03:55So that's a better approximation of what's going to happen when I
03:58actually render this.
04:00Why don't we do that?
04:01I'll go ahead and do a quickie render, and you can see it's kind of blasting out there.
04:06So, that would mean of course I would want to increase the Exposure Value to let in less light.
04:14So that's a spot light and that's what I expect to see from a spot light.
04:17And currently, I have Final Gather turned off.
04:20Maybe I'll turn it back on again, so we can get a better sense.
04:24All right, so that probably wants to go up even higher.
04:28So it's going to depend upon the exact lighting properties.
04:32What exposure value you would want to choose.
04:35So that's pretty cool. I like that.
04:37Let's try a different IES file.
04:39I'll go and click here again and choose a different one and you'll see this one
04:44has a broader pattern here.
04:46It's got a greater angle of spread, I can tell by looking the diagram.
04:52Go ahead and click Open, and then render, and you'll see this one is more of a
04:58flood distribution and it's not as intense.
05:01So, if I were to use this one, then of course I would go back into my Exposure
05:05Control and tweak that accordingly.
05:07I'm going to use this one, the first one we did, because I think that one is
05:11doing more or less what I want.
05:14So sometimes when you use these IES files you might end up having to adjust
05:21the rotation values.
05:23For some reason, they don't always point straight down.
05:26You can see the icon here is pointing straight down.
05:28Sometimes it might be pointed in some strange direction, and what I recommend
05:32you do is adjust these rotation values here in order to align the light icon
05:41with whatever fixture it's going to be attached to.
05:45So in other words, the way that I want to focus this is I want to rotate the
05:49geometry here of the actual can of the light fixture and I want the Photometric
05:54light to be parented, so that when I rotate the can the light will rotate too.
06:00And in order for that to work correctly, I want to set these values such that
06:04the light is pointing in the same direction as the fixture.
06:07Like I said, they don't always point in the right direction just sort of
06:10straight out the box.
06:11All right, so I'm going to parent these.
06:14I'm just going to grab my Link tool, Select and Link, click and drag and release.
06:20And now the light icon is parented to the fixture and then I can focus the fixture.
06:26So I can rotate the can.
06:28There we go, so I can focus that on the wall.
06:31Now, how cool is that?
06:33Really neat, all right.
06:34So what do we get when we render this?
06:37So we have got the light splashing on the picture.
06:39I don't have any shadows currently.
06:41But you'll notice that we're not getting any light behind the light icon.
06:46So if wanted to maybe fine tune this a little bit, I might move the light
06:49inside of the can and enable Shadows so that we would have a more accurate distribution here.
06:55So why don't I do that?
06:56I'm going to select the light, and I'm going to move it in Local space instead
07:00of World space, just so I can push it back inside.
07:05And finally, I'm going to turn on Shadows. We're going to look at Shadows in
07:08more detail in a moment.
07:10But I'm just going to turn them on for the light, and I'll choose Ray Traced
07:14Shadows, which is usually my best bet with photometric lights.
07:18And so now let's do a side-by-side comparison.
07:21Here it is with no Shadows and the lamp is sort of sitting on the edge of
07:26the can here, and I'll make a clone of this window so that we can compare and render.
07:33So now with Shadows enabled, we're getting a clear delineation of the edge of the light.
07:40Later we can play around with soft shadows and make that prettier.
07:43But I think that's good enough to get you started with using these photometric
07:47IES files to achieve physically accurate results based upon real world
07:54lighting instruments.
07:55That's a very valuable thing to be able to do for architects and interior
07:59designers as well as artists of all kinds.
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Choosing a light distribution type
00:00We have looked at using an IES file to exactly correspond to an existing
00:06lighting fixture in the real world.
00:08But we don't always need that and if we are working on a film or something like that,
00:12it might not really be important to be physically accurate.
00:15So we can play around with different types of light distribution pattern.
00:20So I will just go ahead and select the light and go the Modify panel once again.
00:24We will take a look at different distribution types.
00:28So, scrolling back up here at the very top, General Parameters > Light
00:34Distribution (Type).
00:35So we have seen Photometric Web and there are others here.
00:39The default is Uniform Spherical and I will choose that Uniform Spherical.
00:46You will notice that it suddenly became a lot brighter because it took the
00:50intensity value from that IES file that we had and now it's being spread over
00:56the entire scene rather than just focused in on the one picture on the wall.
01:01So, Uniform Spherical behaves like an omni-directional light source.
01:07So tell you what, I am going to make this bigger so the panels won't jump around as much.
01:13So here we go, we have got Uniform Spherical and that's just going to shine
01:18light in all directions equally and if I turn my shadows back off again and do a
01:23it's probably going to be too bright. But there you go.
01:27You can see the light shining equally in all directions.
01:30We also have Uniform Diffuse and that's a bit confusing because you would
01:37think Uniform Spherical and Uniform Diffuse would be the same, but they are actually not.
01:42Uniform Diffuse is a hemisphere and you can kind of see that here. There is no
01:47light on this side of the room because my light is pointing in this direction.
01:53So the -Z direction of the light is its sort of hot area.
01:58So Uniform Diffuse is hemispherical, so this should really say
02:01Uniform Hemisphere.
02:03See what that looks like when I render.
02:05So there's no shadows being cast.
02:07We do have Final Gather on, however, so we are getting some splash on the
02:10other side of the room.
02:12Uniform Diffuse is good for down lights and up lights so you don't need to worry
02:17about rotation angles or anything like that.
02:20You just drop a Uniform Diffuse lamp in there and you are good to go.
02:24Finally, we also have Spotlights and we are going to spend a whole video
02:28looking at Spotlights.
02:31But for now, I can just turn that on.
02:32You can see we are getting a Spotlight on the wall.
02:35This is similar to what I had with the IES file because the IES files I was
02:39using were for Spotlights.
02:41But here we have control over it in a way that we would never have with the IES file
02:46and we could tweak it to get a specific artistic effect whereas with the
02:50IES file, we are locked into whatever the photometric properties are in the
02:56real-world lighting situation. Good!
02:59So those are your different types of distribution light.
03:02You got IES, Uniform Spherical, Uniform Diffuse, which is hemispherical,
03:08and finally, Spotlight.
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Setting light intensity
00:00We are going to take a closer look at adjusting the intensity of photometric
00:05lights using 3ds Max.
00:07So, I've got a single Photometric Free Light inside my lamp here.
00:12I have selected it, and I've gone to the Modify panel, and let's take a look at
00:16the Intensity/Color/Attenuation rollout.
00:19Right now it's displaying the default values from a brand new light, which are 1500 candelas.
00:27Well, as I said before, I recommend that you switch over to lumens instead of candelas.
00:33Because when you look up the intensity of a light on the web or when you buy a
00:39light in a hardware store, it's going to be rated in lumens not candelas.
00:44So, you see here now I have a Free Light with an intensity of about 18000 or 19000 lm.
00:53That's actually pretty high.
00:54Let's take a look at a chart I've made to show you sort of the range of common
00:59artificial light intensities.
01:01So these are lumens values for the most common types of lights that you will encounter.
01:06So you'll see an incandescent bulb of 40 watts is only 480 lumens.
01:13An incandescent bulb of 100 watts is about 1,700 lumens.
01:18A metal halide light for outdoor artificial lighting is 12,000 lumens, which is
01:25quite a lot more than a standard light bulb you would find in your home.
01:30So the lumen value here by default is excessive.
01:35So if I want to bring this down into a range that I can use, I would need to
01:39adjust this lumen value.
01:41Note also, we can learn a lot by just choosing templates.
01:45I can click here and say well what's the lumen value of a 100W Bulb?
01:50Click on that, switch over to cd to lm, and there it is.
01:54It's about 1,750 lumens.
01:58Notice that now the rendering is much more orange, because of course the color
02:03temperature of an incandescent bulb is only 2,800.
02:05So we can play around with these values in order to get specific lighting setups.
02:12So even if we don't have the IES file, we can still get pretty close to
02:17physically accurate if we know the lumen value and the color temperature and
02:23the basic distribution pattern of the light in question.
02:27So, if I wanted this to be a 40W Bulb, instead of a 100W Bulb, I could choose it
02:32from the Templates or I could just type it in here and it's about 480 lumens,
02:36and it's a very dim bulb.
02:38And if I try to render this I'm probably not going to get much, because my
02:43exposure is not set for that.
02:44So you see it's very dim.
02:48Reduce the Exposure Value to let in more light.
02:52Another quick render and see what we get.
02:54So that's a 40W bulb. Probably my Exposure Value can probably come up again a
02:59little bit from there.
03:00Now, we don't have any Shadows in this scene yet, so once we add Shadows
03:07it's going to be considerably darker.
03:09One last thing about using Intensity.
03:12Be careful about this Dimming section here.
03:16It's kind of strange. The Dimming sometimes wants to turn itself on for
03:21no apparent reason.
03:23It's a bit inexplicable.
03:24But what this does is when you activate this, then you're able to adjust the
03:29Intensity as if you had a dimmer on that light.
03:34So we start with a 40W Bulb but then as we dim it down it will eventually wink
03:40out when we get to 0.
03:41So if this value is at 100, then we have 480 lumens.
03:45There is also an option to color shift it as we go down because when you dim a
03:51light in the real world it shifts towards orange.
03:57So just be cautious of this.
03:58Don't use this as a primary method of setting your initial Intensity.
04:03Only use this if you want to animate the effect of light dimming according to
04:08a dimmer on the wall.
04:10So that's how you would deal with Intensity to get physically accurate results
04:15even if you don't have an IES file to work from.
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Using target lights
00:00So far we have looked at three photometric lights, which are aimed through rotation.
00:06You either rotate the light icon itself or as you saw here, I parented the light
00:11to a piece of geometry and then rotated the geometry.
00:14Another way of aiming or focusing lights is through a target.
00:18So let's look at target lights.
00:20I am going to create a new one.
00:22Create > Lights > Target Light and it works just the same as it does in standard
00:29lights so you might have seen this before.
00:31All you have to do is click and hold the mouse and drag out to determine the
00:37target location and then release to complete the process of creation.
00:42When you are finished, you can right -click anywhere in the viewport to
00:45exit light creation.
00:48Then you can just aim the light by moving the target.
00:51However, the default photometric distribution type is Uniform Spherical.
00:57So it is an omni-directional light.
00:59So as I move the target around I don't see any change in my lighting.
01:03So I will have to use some other distribution type, not a Uniform Spherical.
01:08So I will select the Light, go to the Modify panel and just choose some other
01:13distribution type such as Uniform Diffuse, which once again is a hemispherical
01:18light distribution type.
01:20As I move this around, you are seeing the effect of a hemispherical or a Uniform
01:25Diffuse distribution type.
01:28If you do use IES files in conjunction with targets make sure that you rotate
01:32the IES file using the parameters in the Modify panel such that it will line up
01:38pointing at its target.
01:40Okay, so that's the basics of using Targets.
01:42It's pretty straightforward.
01:44One other thing you can do with this is you can actually turn Targets on and off at will.
01:48So for example, I have got this spotlight over here and let's say I want to
01:52focus it a little bit more precisely than I could by rotation.
01:55I could actually turn Targets on.
01:57So now it's got a target and it's out here.
02:01I can change the distance of the target.
02:03I could either move it using local coordinates or I could adjust the
02:08target distance here.
02:10So I have to turn Targets off ironically in order to set the target distance
02:15that I could say set the target distance to only 6 feet and then re-enable it.
02:20So this gives me a little bit more control than I would have if I just rotated it,
02:25so I can get really micro-fine adjustments on that.
02:28So that's the basic behavior of Target Lights in 3ds Max both for photometric and standard lights.
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Adjusting spotlight hotspot and falloff angles
00:00To get a full control over spotlights, you want to adjust the Hotspot
00:05and Falloff angles.
00:08And again, if you are used of standard lighting in 3ds Max, it works very similarly.
00:12The basic concept is that for any Spotlight distribution type, you've got two cones.
00:20So you got an inner cone, which is light blue, and then you got an outer cone,
00:25which is a little bit darker blue.
00:26The inner cone is the Hotspot area;
00:30the outer cone is the Falloff area.
00:32And what happens is the area inside the Hotspot is at full intensity, and the
00:40intensity falls off until it reaches 0 intensity at the Falloff radius.
00:48So, inside the Hotspot radius it's a 100% intensity, and then it will gradually
00:52diminish in intensity until it reaches the Falloff radius angle.
00:57So that's how we can get soft effects on rendering here.
01:02So it doesn't look like it's a perfectly hard-edged Spotlight.
01:06In the viewport it looks a pretty hard- edged right now, but I bet if I rendered this,
01:10it will be considerably nicer.
01:14So I'm going to choose this Camera04_spotlight.
01:16Go ahead and render that, and as you can see we're getting a nice soft look.
01:23So I can adjust the Hotspot and Falloff angles to get different effects.
01:27If I have a very small Hotspot, relative to the Falloff angle, then I'm going to
01:34get a much softer look.
01:36Go back to my Render view and I'll make a clone of this so we can see the change.
01:45So, on the left we have a small Hotspot and on the right we have a large Hotspot.
01:50We can also adjust the Falloff itself and get a larger spread, but you're going
02:00to have to experiment with this and see what you get.
02:03If they're both very close to one another, then you are going to get a really hard edge.
02:08Notice that it's actually brighter now. As I increase the Hotspot and Falloff angles,
02:13I get more illumination.
02:14So watch the lumens value as I adjust the Hotspot.
02:20If I reduce the Hotspot, the number of lumens goes down.
02:24If I increase the Hotspot, the number of lumens goes up.
02:29So, it's trying to emulate the behavior of real world lighting.
02:33So this is the basic principle of working with Hotspot and Falloff.
02:37There is one more fun thing you can do which is you can actually go in to Select
02:42and Manipulate mode and then you can click on the Hotspot and the Falloff angles
02:47in the viewport and adjust them directly.
02:50Turn Manipulators back off again.
02:52That's how you can control Hotspot and Falloff to get different effects with spotlights.
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Emitting light from shape
00:00The last property of lights that we're going to look at here is the shape of the light.
00:04When you create a Photometric light, by default it's a point light source
00:10and that's a very computationally efficient lighting model but it's not very visually accurate.
00:17In other words, with a point light source, you can't get soft shadows.
00:21You can't get soft ambient lighting effects.
00:25So if you want soft shadows and soft lights for example from a florescent tube
00:30you are going to need to change the shape of the light.
00:32Just take a look at that.
00:34So, I am going to go and select the light, and go to the Modify panel.
00:37And right now I don't have Shadows, so I won't really be able to see much if I render this now.
00:43I won't really be able to tell much difference between a soft light and a
00:47standard point light.
00:49So, I have got to turn on Shadows and I want to use Ray Traced Shadows.
00:52We are going to have an entire chapter devoted to Shadows but for now we're just
00:56going to turn them on and choose Ray Traced.
00:59I'll go ahead and render this Camera04 view here to see what I get.
01:04So, that's what I get from a standard point light.
01:08I get this hard edge to this Shadow here.
01:11Pay no attention to this garbage here.
01:12That's just an inaccurate final gather.
01:15What we're really paying attention to here is the shape of this Shadow here.
01:19All right, so I'm going to go ahead and save that so I will have something
01:25to compare this to.
01:28So with the light selected in the Modify panel, I'm going to change the shape
01:31and it's found here in the rollout labeled Shape/Area Shadows and the default is Point.
01:39So I've got options here. I have got Line, Rectangle, Disc's here, etcetera.
01:43The ones that I use most often are Sphere and Line.
01:48For an incandescent bulb, I would probably use a Sphere.
01:52All right, so let's see what this gives me.
01:55So when I get in closer here, you'll see I've got a sphere around my light source.
02:00Let's close some of these windows here so you can get a better sense. So there it is.
02:05I've got a sphere.
02:06I'm going to press P in my Front View to convert that to a Perspective View, so
02:10I can orbit around it.
02:13See there is in fact a sphere inside there.
02:17So, sphere is good for, as I said, incandescent lights.
02:20They are omnidirectional and shine in all directions equally.
02:24I've got a Radius parameter for this sphere.
02:275 inches radius is probably too much.
02:29I probably want something more like 2 inches.
02:32And then we're going to take a look at this.
02:35So there is our original with just a Point light source, go ahead and click
02:39Render and voila, we got soft shadows.
02:42And it's physically accurate.
02:44You'll notice that the Shadow is much sharper here and then with distance it
02:48starts to become softer and softer.
02:51So that's the sort of effect that we would see in the real world.
02:55We also want to play around with the sampling quality, so down here you'll see
03:00Shadow Samples, and you'll usually need to increase this to 64 or higher.
03:06So let's compare this with our original.
03:08So this was Point light source, and then what we will do a Sphere with Shadow
03:14Samples set to 64, pretty nice.
03:19And if I increase the Radius, the Shadows become softer and softer.
03:24So if I went back to a Radius of 5 inches and re-rendered, I would get
03:29really soft shadows.
03:30But it would probably be excessive.
03:32Yeah, I'm not really buying that.
03:36I think it was better at 2 inches.
03:38So that's good for incandescent lights.
03:40If you're working with fluorescent tubes then you would want to use a Line type
03:45or maybe a Cylinder type.
03:49So, we'll just take a quick look at that.
03:51We have different types of shapes here. We have Line and you'll see we got a
03:56linear light source there.
03:59And that's good if you've got lots of fluorescent tubes because of course
04:03the more of these you have in your scene, the slower and slower the
04:06rendering is going to be.
04:07So if you've got lots of fluorescent tubes you can use Line.
04:09If you just got a few, I would recommend using a Cylinder type.
04:14Probably need to reduce the Radius to something more like 0.5, and that would be
04:18a pretty physically accurate simulation of a fluorescent tube.
04:23Obviously, not applicable to this particular scene but we're just going to
04:26show you your options.
04:28If you are trying to represent a studio soft light, you could use a Rectangle.
04:34This is traditionally known as an Area light.
04:38And it's got a Length and a Width and you can play around with that to dial in whatever size.
04:43You'll notice with these, similar to when we adjusted a Spotlight, we'll get
04:48different amounts of Intensity.
04:50So as I increase the size of my Area light, I'll get more illumination.
04:57And as I reduce the size of the Area light, I'll get less illumination.
05:01So that's just a basic introduction to using Area lights or so-called
05:06Shapes/Area/Shadows in 3ds Max photometric lights.
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8. Shadows
Understanding the pros and cons of shadow types
00:00Let's take a deeper look at shadows in mental ray.
00:04First we need to understand the pros and cons of the various shadow types.
00:07You've got three options in mental ray for your shadows.
00:11You've got Ray Traced, Shadow Map and mental ray Shadow Map.
00:14So I am going to select my light here and so far we've looked at Ray Traced Shadows.
00:21We can choose different types here and we want to talk a little bit about the
00:25pros and cons of each.
00:27You know that there are five different types of shadows here.
00:30The only ones that are relevant in mental ray are Ray Traced, Shadow Map and
00:36mental ray Shadow Map.
00:37The others will just be converted to Ray Traced Shadows if you try to select them.
00:43Okay, so Ray Traced Shadows, what does those do?
00:46A Ray Traced Shadow is vector-based, which means that from the point of view of
00:51a light, lines are drawn out to determine whether a surface is going to block the light or not.
00:57In the case of a lampshade if we drew the lines straight up, then the light
01:02would not be blocked and there would be no shadow there.
01:04If we drew a line out to the side, the light would be blocked by the lampshade
01:08and we would get a shadow on the wall.
01:10So, that means that these shadows are resolution independent and you won't get
01:15any aliasing or jagged edges on the shadows.
01:19You'll also be able to get the benefits of soft shadows if you have a non-point
01:26shadow shape, anything except a point and you'll get soft shadows and also
01:32transparency is respected by Ray Traced Shadows.
01:36So if you have a transparent material, you'll get transparent shadows.
01:40Ray Tracing is the easiest one to set up because you don't have to fuss with any
01:44parameters but the down side is you get longer render times.
01:48So, if you've a lot of lights in your scene, you should use Ray Traced Shadows
01:53sparingly if at all.
01:55So, what are the alternatives?
01:56Well, you've got Shadow Map and a Shadow Map shadow is pixel-based rather than vector-based.
02:04So, the way it works is it creates an image of the shadow and projects it
02:09onto surfaces and so if you're not careful your Shadow Maps can exhibit
02:14aliasing or jagged edges.
02:16We'll take a look at that in the later video.
02:19But they are much faster to render than Ray Traced Shadows.
02:23The down side of these standard Shadow Maps is that they do not
02:26respect transparency.
02:28So, if I wanted a translucent lampshade I would still get solid black shadows on the wall.
02:32There's another alternative, which is the mental ray Shadow Map.
02:38Mental ray Shadow Maps are a fancier version of standard Shadow Maps, which does
02:44respect transparency.
02:46So, that's really the only difference between the standard Shadow Maps and the
02:50mr Shadow Maps is that mr Shadow Maps behave exactly the same pretty much,
02:56except that they do respect transparency.
02:58So those are your three options, Ray Traced, Shadow Map, and mr Shadow Map, and
03:04just to recap, Ray Traced Shadows will give you soft shadows and give you
03:09transparent shadows and will not give you jagged edges.
03:13They're easy to set up but they take longer to render.
03:16Shadow Maps you'll have to tweak them a little bit to get them to look good but
03:20they'll render much more quickly.
03:21Standard Shadow Maps do not support transparency and mr Shadow Maps do.
03:26Next we're going to look at how to control shadows on per object basis so we can
03:31tell an object to cast shadows or not.
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Controlling shadows via object properties
00:00Before going deeper into the parameters of shadows to get different looks,
00:04let's talk a moment about how to control the object properties of objects, so that we
00:11can tell them to cast or receive shadows or not.
00:14You'll need to do this sometimes to optimize your scene.
00:17For example, with this scene I've got this floor lamp and I've got these very
00:22thin pieces of geometry and effectively they really shouldn't cast shadows,
00:28because in the real world they would just be too thin to cast a shadow onto a
00:32wall or onto the ground.
00:33So what I can do is I can select these objects, just select those two right
00:40click to get my Quad menu and go to the Object Properties and inside here I can
00:46disable Casting and Receiving Shadows and this is a global setting for all
00:51lights in the scene.
00:52So that now, when I render this we will not get any shadows cast by those objects.
00:57In fact, we wouldn't notice the difference visually and that's precisely why
01:02I would turn them off is because if we can see it we shouldn't be calculating
01:06it in the first place.
01:07You'll also want to disable Casting Shadows and Receiving Shadows for any kind
01:12of glass or transparent window glazing.
01:14There was a solid glass vase you might want it to cast shadows but not receive shadows.
01:20If it was a window glazing you wouldn't want it to cast or receive shadows.
01:24So, that's how you can control shadow casting and reception on a per object basis.
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Controlling shadows via light exclusion
00:00We've seen how to control object properties to enable or disable shadow casting
00:06and reception globally, in other words on a per object basis,
00:10tell it to ignore the shadows from all lights.
00:14But what if we need more control?
00:16Let's say we have a scene like this in which there are two lights and we want a
00:23little bit more control in which -- let's say we want this track light to not
00:28cast a shadow onto the wall behind the lampshade.
00:33So, for example here take a look at this.
00:35There's a very subtle effect here in which we're getting a very indistinct
00:39shadow being cast from the track light.
00:42Because that is so subtle, we probably want to turn that off, because it's not
00:48really contributing much to the visual impact of the scene and especially if I
00:52turned on Final Gather, we wouldn't even see it at all.
00:55And yet it still being calculated and that's going to slow our scene down.
00:59So, you might need to do this.
01:00You might need to on a per light basis exclude certain objects from casting shadows.
01:07So, that's what I'm going to do now.
01:09So, for the track light what I want to do is I want to tell this light to ignore
01:13the lampshade so that the lampshade will not cast a shadow on the wall.
01:17So I'll go over to the Modify panel and with my light selected you'll see in the
01:24General Parameters, Exclude.
01:26So, I can click on that and I can tell the light to ignore an object for the
01:32purposes of Shadow Casting or Illumination or Both.
01:36Well, what I want to do here is I want to say just ignore it for the basis of Shadow Casting.
01:42I still want some light to be cast upon the lampshade, but I just don't want a
01:46shadow on the wall behind the lampshade.
01:49So, I'm going to scroll down here and in fact, I might choose the entire group
01:54and a group in here for lampFloorGroup.
01:56So, I'll select that and click the button to send it to the right hand side of
02:01the dialog, and now for this light this lamp group will not cast any shadows
02:08anywhere into the scene.
02:11So let's do a comparison here.
02:13Here's our original with no exclusion, I'll make a copy of that and then render it
02:21with the exclusion enabled.
02:23And again, it's a subtle effect, but you can tell now that we're not getting a
02:28shadow over here and that's good, because again that shadow is not really
02:32contributing much to our image and yet it's being calculated.
02:36So it's an unnecessary calculation that we can do away with.
02:40So that's how you can control shadow casting on a per light basis and exclude
02:46certain objects from participating in shadow casting.
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Rendering shadow map shadows
00:00If you want to get the benefits of faster rendered times you can use Shadow Map shadows.
00:06However, you will have to adjust some of the parameters in order to get good results.
00:11So right now I've got the standard default Ray Traced Shadows on my light.
00:16So the first thing I'll do is I'll choose Shadow Map and let's give that a shot.
00:21I'll go ahead and render that and see what we get and the curious thing is that
00:24I get no shadows suddenly and this is something that might bite you.
00:29What you'll need to do sometimes with Shadow Maps is go into the Shadow Map
00:33Parameters and play around with some of these things.
00:36Specifically in this case, I'm having an issue with the Bias parameter.
00:41Bias is the distance of the shadow image away from the shadow receiving surface.
00:48It's very nonphysical.
00:50It's not like the real world at all.
00:52If I reduce the Bias value it's going to move the shadow relative to the surface.
00:58So with a value of 0.1 you'll see we're getting a partial shadow and partial garbage.
01:03Well, you could play around with this Bias factor all day along but it's
01:07actually just quicker and easier to flip this switch that says Absolute Map Bias.
01:12That'll usually cure the disease.
01:15All right, so far, so good.
01:17So we've got a Shadow Map and by the way, I do have Final Gather disabled so
01:21that we can see the edge of the shadow very clearly.
01:23So if you look closely you'll see that there's some aliasing here, there's some
01:26jagged edges and we need to cope with that somehow.
01:29There are two parameters that deal with the softness of a Shadow Map.
01:34You've got the Size, which is the resolution in pixels, and you've got the
01:38Sample Range, which is a blur factor that's applied.
01:42So to see this most dramatically I'm going to reduce the size down to
01:45something very low.
01:46You'd never take it down this low but just to show what the deal is.
01:51So here we go. Reaally bad aliasing on my shadow edge, because there's just
01:56not enough resolution.
01:58So, I could increase the Size. If I wanted really clear, sharp shadows, I can
02:03increase the size maybe to like 1024 or 2048 and for efficiency's sake you should
02:09use power of 2 values.
02:11In other words, 512, 1024, 2048, but just watch out, because if you go up beyond
02:18about 4000 your memory usage is going to be pretty extreme.
02:22The render times will still be fast but you'll eat through a lot of memory if
02:25you've got a high resolution or size.
02:28So that's how you'd achieve a sharp edge to a Shadow Map.
02:32If I wanted a blurry edge, I could reduce this Size down to something like 512,
02:37which was the default, and I could increase the Sample Range, which is just
02:42simply a Gaussian blur applied onto the pixels that constitute the Shadow Map.
02:48So higher values mean more blur.
02:50So if I set this to something like 20, which is a lot of blur, we should be able
02:56to see some softness to the shadow here and I can exaggerate that by further
03:01reducing the resolution.
03:03So a low resolution and a high Sample Range will get you a softer shadow.
03:08However, it's not physically accurate and it doesn't respect transparency.
03:13If you need transparency in your Shadow Maps then you'll need to use the mental
03:18ray Shadow Map, and it works pretty much to same as the Standard Shadow Map.
03:22So those are the parameters to play with.
03:24I recommend if you're using mental ray most of the time, you're going to want
03:28to use the Ray Traced Shadows, except if you've got scenes with a large number of lights.
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Rendering raytraced shadows
00:00In most cases, Ray Traced Shadows are the best choice for mental ray rendering
00:05especially for interiors such as this.
00:07Let's take a look at controlling them.
00:10Right now I've got just a standard Ray Traced Shadow with the
00:13default parameters.
00:15I'll go ahead and do a render of that.
00:17I've got Final Gather disabled so that we can see very clearly the edge of the shadow.
00:24So right now I've got a Point light shape and if I want to get soft shadows
00:30I'll have to choose anything other than Point.
00:33So for an incandescent or compact fluorescent usually I would choose Sphere and
00:38adjust the Radius to let's say 2 inches and then when I do a rendering I should
00:43get soft shadows that are physically accurate.
00:46So, the shadow will be sharper here where the surfaces are closer together and
00:52the shadow will be blurrier where the Shadow Casting and Shadow Receiving
00:57surfaces are farther apart from one another.
00:59Now the other thing you'll need to play around with is the Shadow Samples here.
01:04So if it were set to 32, which is the default, you might get some grainy effects here.
01:10If you look closely, it's looking pretty grainy.
01:13So the higher this value, the less grain you'll get, but of course, the longer
01:19their rendering times.
01:20I tend to use a value of 64 in most cases, especially in ones you've got
01:24Final Gather turned on.
01:26That'll kind of mask a lot of the graininess.
01:28So I'll set that back down to 64.
01:31Also you'll note in the rendered frame window you've got a slider here for Soft
01:36Shadows Precision and this is a global multiplier that will affect all of your
01:42lights in your scene and basically if I set this to, for example, 0.5, then the
01:49effective number of Shadow Samples for any light will be the value in the
01:56Shape/Area Shadows rollout times 0.5.
02:00So right now if I render this, the effective result of Shadow Samples will be
02:0564 divided by 2 or 32.
02:08So, we're back to getting grainy shadows.
02:13So use this carefully because if you crank this up you could suddenly get
02:19extremely super long render times.
02:21My advice is to leave it at the default of 1 and adjust each light's Shadow
02:27Samples parameter individually.
02:28That's how you control Ray Traced Shadow parameters and as you see it's lot less
02:33to think about than Shadow Maps.
02:35But again, the downside of it is you'll get longer render times. But you know what?
02:40That's fine because good quality rendering is more important than fast.
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9. Final Gather
Understanding final gather
00:00Final Gather is a global illumination technique that simulates the result of
00:06light bouncing off of diffused surfaces or matte finished surfaces.
00:12So on the left here you'll see a rendering with Final Gather disabled.
00:17And although we have three lights in this scene, I've got two track lights and a floor lamp,
00:22we get absolutely black shadows in areas that are not directly illuminated. So that's no good.
00:29If we want realistic renderings, we need some method of calculating the diffuse
00:36bounces, which is a form of indirect illumination.
00:40So here on the right, I have Final Gather enabled and you'll see over here on
00:45this wall, although, there is no direct illumination, there is indirect
00:49illumination that's kind of giving us a little bit of splash on the wall there.
00:53Now there are other ways of achieving indirect illumination, such as Radiosity,
00:59which is kind of an old school technique.
01:01You can do that with the default Scanline Renderer but not with mental ray.
01:05There is another method of indirect illumination called Photon Mapping and just
01:11to show that to you, I'm going to open up the Render Setup window.
01:15And in the Render Setup window's Indirect Illumination tab, you'll see there is
01:20different sections here, different rollouts for the different types of
01:24indirect illumination.
01:25In this course, we're only going to look at Final Gather because in the words of
01:29Autodesk, this is a technique that's suitable for non-expert users.
01:34That's kind of a way of saying that if you wanted to use these other methods,
01:38you'd have to spend quite a lot of time tweaking it and it's not
01:42terribly intuitive.
01:43It's more accurate but it's much slower to render and it takes much longer to setup.
01:50So in this course, we're only going to be looking at Final Gather as a method of
01:54indirect illumination.
01:56It's less accurate than the other method, which is Photon Mapping, but it is
02:00much easier to setup and it renders much more quickly.
02:03You can adjust some of the basic parameters from within the Rendered Frame
02:09window as you see here, but we're going to spend some time in the Render Setup
02:14window and adjust these settings to optimize them for each scene.
02:19So it's not good enough to simply flip this up to Low or Medium.
02:24You're really going to want to spend some time adjusting this values.
02:28So that's a little bit about how Final Gather works and what it's for.
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Adjusting exposure control for final gather
00:00When using Final Gather, you're probably going to need to adjust the Exposure
00:04Control accordingly because when Final Gather is enabled it's adding more light
00:09into the scene and that means you'll probably need to adjust the exposure.
00:13So let's do it side by side here once again.
00:16I've got no Final Gather over here and I'll just turn the Final Gather Precision
00:23up to Draft just so we can kind of get a general sense.
00:27Let that render through and having done that, this area here is subtly but
00:33a little bit brighter than it was before.
00:36This would be more dramatic if you have a daylight scene, but generally
00:40speaking when Final Gather is enabled, you're going to need to adjust the
00:44Exposure Value accordingly.
00:45So I'll just go into the Environment and Effects dialog, here is a
00:50little shortcut to that.
00:52Here is my Photographic Exposure Control and with Final Gather enabled,
00:57I probably want to increase my Exposure Value by maybe a half or a whole number.
01:03In this case, it's a pretty subtle effect so I might just increase this to
01:06a value of about 5.5.
01:07It's got generally the same look that I had with Final Gather Disabled, but now
01:13I've just got some splash. Cool.
01:15So there is one other thing you need to know about Final Gather and Exposure and
01:20that is if you do have any self- illuminated materials in the scene,
01:25they'll actually contribute to the Final Gather solution.
01:28In other words, self-illuminated materials actually project light into the scene,
01:33which doesn't happen with the standard default Scanline Renderer.
01:38So in mental ray with Final Gather, we get both the blessing and a curse.
01:41Illumination from self-illuminated objects actually projecting light into the
01:45scene but we might not want that.
01:48Just to show you what that's all about, I'm going to open up the Material
01:52Editor and you'll see I've created a self- illuminated material here using Arch & Design.
01:58We'll be looking at this a little bit when we talk about backdrops.
02:02But for now, I'm just going to assign this to the lampshade.
02:06So we have got the lampshade selected and I'll just go ahead and assign that material.
02:10I'm also going to turn off all my scene lights by going into Tools > Light Lister.
02:17And if you haven't seen this before, this is really handy because you can turn
02:21lights on and off and adjust simple parameters just all from this one window.
02:26That's the Light Lister.
02:27So currently my lights are all turned off and I've got a self-illuminated
02:31material applied to the one object, the lampshade, and let's do a side by side on this again.
02:39Here it is with scene lights on and Final Gather on and then we'll do another
02:44render with all the scene lights turned off and now the lampshade is actually
02:48projecting light into the scene.
02:50So again, that's a blessing and a curse.
02:52You might want that effect but remember this is not a photometrically calculated effect,
02:57so I'm not actually able to get physically accurate results with this.
03:03So it's just a warning to you if you do have self-illuminated objects you might
03:07want to disable the self-illumination. At the very least you're going to want to
03:12adjust the self-illumination accordingly.
03:14So as we can see here, we would probably also need to adjust the Exposure
03:18in this case as well.
03:20So that's a little bit about adjusting Exposure Control for use with Final Gather.
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Setting initial FG point density and rays per FG point
00:00Final Gather settings are very important to look of your rendering.
00:04So we need to spend some time getting familiar with the nuts and bolts of how
00:08Final Gather settings work.
00:11So what you see here is a rendering with just the Draft preset for Final Gather
00:17and if you look closely, you'll see there is a weird circle right here.
00:22That's actually a Final Gather point that's causing issues with our rendering.
00:27So we want to go in and tweak this so that we can clean this up.
00:30So I'm going to go into the Render Setup window to the Indirect Illumination tab
00:36and we're going to spend some time looking at these parameters here.
00:40So the first ones we're going to see here are the Initial Final Gather Point
00:44Density and then Rays per Final Gather Point.
00:48So the Point Density is the number of initial points that are sampled here.
00:53So in other words, Final Gather is view dependent.
00:56That means that you're going to get different results to your Final Gather
01:00depending upon the view.
01:02So it samples the scene from the point of view of the camera and it goes through
01:07and it creates that kind of mosaic effect that you've seen.
01:10The initial sampling detail is controlled through this setting.
01:15So if we go through these different presets and we can use this slider or we can
01:20use the same slider up here, either way.
01:23Notice by the way that it doesn't update down here.
01:26But in any event as we go through here, you'll see these values change and
01:32the Draft value here is 0.1 and the upper end of the range is a value of 4.0.
01:40Well, I've never pushed this up to 4.
01:42I've never seen a need to do that.
01:45I would recommend values more like between 0.5 and 1 for final
01:52production renderings.
01:54So for Draft renderings, 0.1 is fine.
02:00In lot of cases, I've been able to get away with a value of 0.5 and that's been okay.
02:06At the most, I've ever set it up to a value of 1.
02:08I'm not changing the other parameters just yet, but let's see what just changing
02:14that from 0.1 to 1.0 accomplishes.
02:18Let's make a copy of that and render.
02:24So we're getting better accuracy now.
02:26So you see instead of this big splash over here, this big dot, we're seeing lots
02:33of little dots that are kind of superimposed here.
02:36So that's just one part of the equation here.
02:38We're going to need to adjust some of the other parameters to get a good result as well.
02:44So one of those other parameters is the Rays per Final Gather Point.
02:49So what that is, is for each sample on the view here, how many rays do we want
02:56to generate to sample the environment around that particular location.
03:01So this one, I would try to keep this low once again. A value of 50 is usually too low.
03:09I found a value ranging from about 50 to about 200 to be a good range.
03:15Let's try splitting the difference between those and setting this to about 100.
03:20In general, the presets here are not terribly useful and they tend to be too high
03:26and you can usually get away with a lot lower settings.
03:29So now you'll see we're getting more samples and more sort of splash as a
03:36result of those samples.
03:38If I increase this up to 200 and re-render, it's going to sort of spread out and
03:47as I increase that value, we're going to get more accurate renderings.
03:52Now we still got a lot of garbage in here but we're going to deal with that as well.
03:57So again, Initial Point Density. I would range that between 0.1 and 1.0 and
04:05Rays per Final Gather point, I would range between about 50 and 200.
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Setting interpolation and diffuse bounces
00:00In addition to the Initial Point Density and Rays per Final Gather Point,
00:05there are two other very important parameters that you're going to need to adjust.
00:09First of all, Interpolate Over Number of Final Gather Points.
00:14That's a bit of a mouthful.
00:15But what this does is it applies a smoothing factor to your rendering by
00:20essentially blending all these points together and the number here determines
00:25how many of these points are going to be blended with other points.
00:30So a good range of this is usually once again between about 50 and about 200, so
00:36this value of 30 is definitely way too low.
00:39So I'm going to set this to let's try 100 and do a render and see how that
00:45softens up our scene.
00:46So as you can see, by increasing the interpolation from 30 to 100 we're
00:54getting a much softer look here and we're almost losing that kind of blotchy
00:58look that we were getting.
01:01So we can increase this up to maybe about 200 and try again.
01:06So now you'll see we're getting a much softer look to the rendering and these
01:12settings are pretty good for this particular scene and this particular view.
01:16But as always your mileage may vary.
01:18So now that you understand how these work, you can kind of play with this and
01:21get it tuned so that it looks good.
01:24The last thing, I want to mention in this dialog here is the number of Diffuse Bounces.
01:30This is an important one because it determines whether a Final Gather Ray is
01:36going to generate additional Final Gather Rays.
01:40In other words, with Diffuse Bounces set to 0, what happens is light hits a
01:45surface and then bounces off to illuminate another surface.
01:49So a light ray might hit this wall and then bounce off to illuminate this other wall here.
01:55So that's with the Diffuse Bounces of 0.
01:58If I set it to 1, then we're going to get an additional ray generated.
02:03So light might hit this wall, bounce, hit the other wall and then bounce back.
02:09So this number is a bit misleading because Diffuse Bounces set to 0,
02:15you're actually getting one bounce for free.
02:18If Diffuse Bounces is set to 1, you're actually getting two diffused bounces, so
02:23that's a bit confusing.
02:24But with this set to 1 when I render, it's going to make my scene immediately brighter.
02:32It'll take longer to render of course, because more calculation is required.
02:38So the practice that you want to follow here is Diffuse Bounces should be set to either 0 or 1.
02:46Don't bother increasing it beyond 1 because you won't see an appreciable
02:50difference in your rendering and it's going to just take a lot longer.
02:53The higher the number of the diffuse bounces, the more "physically accurate"
02:58the rendering will be.
03:00But you won't notice the effect on the screen and it'll just take longer to render.
03:04So again, my advice is Diffuse Bounces should be set to 0 specially for test renders
03:09and then when you're ready to do your final render turn it up to 1, but no farther than that.
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Tuning final gather settings to the scene
00:00Every scene is going to be different.
00:02So you are going to need to adjust the Final Gather settings on a per scene basis.
00:07I have adjusted these values to what it looks pretty good to me here but your
00:12mileage is going to vary.
00:13If you have a different scene or a different lighting setup or even just a
00:17different camera view, those values might need to be adjusted.
00:22The general rule of thumb of course is you want those values to be as low as
00:26you can get away with because higher settings do not necessarily result in better renderings.
00:32They might be more 'physically accurate' but your viewer may not be able to tell
00:38the difference and the render times may be excessive.
00:42So basically you want to optimize this so you will get a render time that's
00:47acceptable and still get a decent looking render.
00:50This method works pretty well for still images.
00:53For animations, it's much more complicated. Because Final Gather is view-dependent,
01:00if the view changes, then the Final Gather setting is going to change and in a
01:06camera walk-through, for example, the view changes on every frame.
01:09So the end-result is you get a lot of flickering.
01:12Now there are ways to deal with this, but for now, you want to just leave it at,
01:17if you are doing an animation, you are going to need to have much higher Final
01:21Gather settings, and that's going to result in much longer render times.
01:26So what I like to do for animations is actually I don't use Final Gather at all.
01:32I use a different methodology called Ambient Occlusion and we are going to look
01:36at that in a separate chapter.
01:38Ambient Occlusion is an alternate method for simulating this indirect
01:43illumination but it's not view-dependent.
01:47So it doesn't change when the camera changes.
01:49So we are going to look at Ambient Occlusion later.
01:52For now, just be aware that Final Gather is very good for stills but for
01:57animations, you are going to have to jump through a lot of extra hoops.
02:00It's going to take a really long time to render and frankly, I would advise not
02:05using Final Gather for animations at all.
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Controlling object properties for final gather
00:00Although we may be striving for physical accuracy in our renderings,
00:04a lot of times that's really not practical.
00:07We might be facing extremely long render times or we might be trying to achieve
00:13a certain artistic effect, which means we are going to have to cheat and we can
00:17cheat with Final Gather as well.
00:19Specifically, we can determine whether an object will participate in Final
00:23Gather or not and there are two main considerations there.
00:27Will the surface receive illumination from the Final Gather?
00:31Or will the surface generate illumination to contribute to the Final Gather solution?
00:37Both of those are controlled through the Object Properties dialog.
00:40So I have got my lampshade selected. I am going to right-click, and go to Object
00:45Properties and we've got the mental ray tab opened here.
00:50So you've got the General tab and then we have got the mental ray tab.
00:53Here we've got Final Gather parameters.
00:57The first one here determines whether the surface will generate light or not.
01:04So the terminology here is a bit confusing here but basically this is asking do
01:09you want the surface to contribute to the Final Gather solution or not?
01:14Is that going to generate bounce light or not?
01:17And the default is Return Object Color Physically Correct and that's
01:22usually what you want.
01:24If you want to override that, you can tell it to just send out black or actually
01:29even better, just completely disable it.
01:32So this is whether it's going to generate Final Gather illumination or not and
01:36then down here, you've got the option to not receive illumination.
01:41So by default, it is going to receive illumination and I can turn it off to disable that.
01:47So I have got some images rendered already that we can take a look at.
01:50In Max 2010, I can use the Rendering menu to go to View Image File and I have
01:57got some rendered images here already.
01:59So in fact, I am just going to open all of these.
02:01I guess I'll have to do them one at a time.
02:06So here we have a rendering in which the lampshade is not participating in
02:10Final Gather at all.
02:11So the object is not generating illumination and it's not receiving
02:16illumination either.
02:22In this case, the object is receiving illumination but it's not generating any
02:27light so it's not actually putting out any splash.
02:35In the third example, it's not receiving illumination but it is
02:40generating illumination.
02:41So it's rendering as solid black because it's not receiving any direct
02:45illumination and it's also not receiving any indirect illumination.
02:49But it is, ironically, actually generating illumination.
02:53Now why would we want something like this?
02:55Well we might want to put a translucent shader on the lampshade so that it will
02:59be see-through and it will look pretty because it has light inside it but we
03:05might not want it to participate in receiving Final Gather just for performance
03:09optimization in our render times.
03:12And then finally I have got an example in which we have the defaults in which
03:19it's actually receiving illumination and it's also generating illumination.
03:24There is one more thing.
03:25If you have a self-illuminated material, once again, it will cast light into the scene.
03:31If you use a standard material, you can't turn that off and it's always going
03:34to contribute to the Final Gather even if you go in and attempt to turn off
03:38some of those switches.
03:39If you have self-illumination from an Arch & Design material, however, you get
03:44more control and that would be done through the material editor.
03:47So that's how you can control whether a surface will participate in Final Gather or not.
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Optimizing final gather for animations
00:00If you want to use Final Gather for an animation, you'll have to pay special
00:04attention to the settings in the Render Setup dialog.
00:08Later we'll see how to get a fake effect of bounce light using Ambient
00:13Occlusion, which renders much more quickly but if you are really married to
00:18Final Gather, and you want to create an animation, Max 2010 actually has some
00:23cool features that will enable you to do that.
00:26So what I have got here in this scene is a simple moving camera.
00:30It's only about 2 seconds long but that's enough to illustrate the issues that
00:34can come up with Final Gather.
00:36I have pre-rendered a movie for us to look at here and this one is called fg_stills.
00:43So let's take a look at this.
00:45As we play through, you can see that we are getting flickering in the lighting.
00:50Pay special attention to the lampshade and some of these areas here. As I scrub through,
00:53you will see it's flickering pretty badly.
00:59Part of the reason why it's flickering so badly is I have just used the draft
01:03preset in order to illustrate this most dramatically.
01:09And I can actually make this a little bit bigger, maybe double size so we can
01:13see that the flickering is pretty severe.
01:20Okay, well what you can do with this to try to prevent this from happening is
01:25you can crank up the settings over here for one thing. That's definitely going to
01:29increase your rendering time.
01:31So that may not be the best option but new in Max 2010 is the ability to Project
01:38Points From Positions Along Camera Path.
01:42Okay what does that mean?
01:43Well basically it means that when you have a moving camera, Max is going to
01:47know that and it's going to actually do multiple Final Gather samplings on the
01:52path of the camera.
01:54So in this case, it's set to a value of 9 which means that for each second of
02:00animation it's going to do nine separate samples from nine separate positions
02:06of the camera and in fact, that's going to make a big difference and in fact
02:11all I did with my second rendering, that you are about to see, all I did was
02:16activate Project Points From Positions Along Camera Path and set my number of segments to 9.
02:21So we can take a look at that and let's make this double size as well.
02:29Now there is a little bit of grain in here from the mental ray sampling settings
02:34but the flicker from Final Gather has been pretty well resolved.
02:41Pay no attention to some of the grit in here.
02:43That's just because of the low resolution of the rendering.
02:46But the point is that we've got pretty good results with the Final Gather here
02:51just by turning on a couple of these switches.
02:53However, again I want to say that I don't recommend that you do this a lot
02:56unless you really have to because the render times can be pretty long.
03:00Let's see what this looks like when we render just so you will get a sense of
03:04what to expect from this.
03:05So I am going to go into the Rendered Scene, and I am going to turn on
03:11Production rendering, so we will see several images appear at once and also in
03:16my Common tab, I am saving out to a file so in order for this to really work
03:20as a good demonstration, I am just going to save out to another file.
03:26I will call this one fg_anim_2.
03:30If I don't have file output then the demo won't really work as well.
03:33So just go ahead and click Render and this is what you will get.
03:38You see we've nine separate Final Gather images kind of stacked in a grid.
03:45So each one of those is from a different frame number, from a different point
03:49in time, a different location along the camera path and the more of these you have,
03:55of course, the higher the accuracy will be and in terms of temporal or
04:00time accuracy, but the more of those that you have will reduce the Final Gather accuracy.
04:06So if you want to have more samples in time, then you'll probably need to also
04:12increase the number of Final Gather points.
04:14So I am going to cancel out of that now that we have seen kind of what that looks like.
04:20So again, if we go into Indirect Illumination, if you use the Divide Camera Path
04:27by Number Segments option then you would probably going to also need to increase
04:31the Point Density and it would make sense to increase it by this value.
04:35So I would multiply it to value of .9 in this case, and just because of the
04:42way that 3ds Max handles QuickTime, I am rendering out to QuickTime movies,
04:46I have to actually change the file name each time to prevent an error
04:51message from coming up.
04:54So now you will see we are getting much more accurate Final Gather as well as
04:59more samples along the path.
05:03In this case, it wasn't really necessary for me to do that because the result
05:06that I got was good enough but in actual practice in Production you are going
05:11to find that you are going to need to do both of those.
05:13You'll have to increase the number of steps and also the number of Final Gather points.
05:19So that's how you can use Final Gather in conjunction with animations.
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10. Sampling Quality
Controlling render quality with samples per pixel
00:00Now that we have got a handle on how to setup photometrics and exposure control
00:04in Final Gather for an interior lighting setup,
00:07this is a good time for us to look at mental ray's sampling quality.
00:11How do we get the best- looking images from mental ray?
00:14I have got a couple of pre- rendered images that we can look at.
00:17So here is one in which you can see there is a quite a lot of grain and grit and
00:22aliasing in the rendering.
00:24How do we get rid of that?
00:25I am going to open up the Render Setup dialog and we are going to take a look at
00:29some of these parameters.
00:31I'll also open up the rendered frame window simultaneously so we can kind of compare.
00:37The most basic setting here is the Image Precision Antialiasing slider and
00:43when I adjust this you will notice that the numbers change over here in the
00:48Render Setup window.
00:50So this is unfortunate but it's a fact that it's called by two different names.
00:55It's called Image Precision Antialiasing in the rendered frame window and it's
01:00called Samples per Pixel in the Render Setup window.
01:03Well Samples per Pixel is actually more accurate name.
01:07What's happening is the renderer is checking for each pixel to see what is the
01:11color of that pixel and that's called a sample.
01:14If the renderer does more than one sample for each pixel, then we'll get a
01:19more accurate and it will average the results among adjacent pixels and smooth everything out.
01:25So Samples per Pixel is a much more accurate way of looking at this.
01:29Low values here will result in glitches and missing thin lines and really
01:34pretty yucky stuff.
01:36If we look at this rendering there is some grit in here.
01:39This was at a custom setting that I did.
01:42I chose a Minimum number of samples of four and a Maximum of 16 and in a lot of
01:48cases, that will be good enough but in this case because of my reflective
01:51materials and everything, it just wasn't working out.
01:53So what I had to do was increase the Maximum number of samples.
01:58So again this is a pretty good setting for most cases but I am pushing the
02:03envelope here in this particular scene.
02:08So this is another version in which I have done a bunch of things to change the rendering.
02:13For one thing, I increase the Maximum to 64 and additionally I set the Glossy
02:21Reflection's Precision to two times quality.
02:25So remember in Arch & Design, you can have glossy reflections or different types
02:30of reflections. Let's just take a look at that just quickly to refresh your memory.
02:35So in my window frame, I had Glossy Reflections with the Glossiness set down to
02:410.4 and I had this switch, Highlights and FG only, turned off and then we'll get
02:48these sateen finish metal reflection and that's looking really nice but it was
02:53taking a really long time to render.
02:55So what I ended up doing was enabling this switch, which basically just turns
03:01off the Glossy Reflections, and you can see the difference here.
03:04So it's not quite as beautiful but it rendered a lot more quickly.
03:07So it's helpful for this demonstration.
03:10You will also notice the difference here between there is some grit here and
03:13there is no grit here. There is some aliasing here, but it's been cleaned up
03:18here and that was all through the number of samples.
03:21So just by increasing the number of samples to 64, I got a much better look.
03:26Now one unfortunate thing is that 3ds Max currently doesn't expose any method
03:32for overriding the sampling on a per-object or per material basis.
03:38Other programs have implementations of mental ray that do allow you to, for
03:42example, select an object and force it to have a higher number of samples than
03:47other objects in the scene.
03:49Unfortunately in 3ds Max, currently it's a global setting and that's one reason
03:54why the render times with mental ray in 3ds Max can be pretty excessive because
03:58you can't just fine-tune it on a per object or per material basis.
04:02But in any event, with an understanding of how Samples per Pixel work,
04:05I think you will be able to get pretty good renderings and hopefully not have
04:09to wait too long for them.
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Understanding spatial contrast settings
00:00Let's dig a little bit deeper into the Sampling Quality settings.
00:04So, as we've seen we can set a Minimum and Maximum value of Samples per Pixel.
00:09So, for each pixel, we can take more or a fewer samples.
00:13Then the question becomes, how does the renderer decide whether to sample that
00:18pixel more times or to recursively re-sample.
00:23It's done based upon this Spatial Contrast value.
00:26What we want to achieve is we want fewer samples in flat areas of color and more
00:32samples in areas where there's great amount of detail, whether it's a texture or
00:37glossy highlights or what have you.
00:39So, this Spatial Contrast setting let's set a threshold.
00:42Higher contrasty areas should be sampled more and less contrasty area should be sampled less.
00:49To set these values, it's a little bit non-intuitive.
00:52Lower values mean more samples;
00:56higher values mean fewer samples.
00:59So, the default is 0.05. A useful range of values here is somewhere between
01:05maybe 0.01 to 0.1, something like that.
01:11So, I could set this to maybe like 0.01 on all of these red, green, blue and
01:16alpha channels and this would dramatically increase my render time because
01:21essentially what would happen is we would be sampling nearly 64 times on almost all pixels.
01:28If I set this to a value of 0 on all channels, then I would get 64 samples
01:35on every pixel and that wouldn't be a good idea because our render time
01:39would be extreme and we wouldn't get the benefits of sampling these flat areas fewer times.
01:46So you would never set this to 0.
01:49If I set it to maybe 0.1, then I run the risk of not having enough accuracy and
01:56I'll probably end up under sampling the scene.
01:59So, again the default is 0.05 and that's a pretty good sort of happy medium.
02:06In actual practice, I would to tend to set this something more like 0.07.
02:10That will basically give me almost the same result as 0.05 but speed up the
02:17rendering just a little bit.
02:19As always your mileage may vary and it's going to be different for every scene
02:23but now you know how to adjust it in order to get good results.
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Using filter settings to apply blur for anti-aliasing
00:00Filtering is a method whereby aliasing or jaggy edges in a rendering can be
00:06smoothed out after the samples are taken.
00:10So, in the Sampling Quality, of course, we can set our number of Samples per
00:13Pixel but then after the samples are taken, then a post-process can be run in
00:19order to smooth out any jagged edges on reflection and sharp corners etc.
00:23Now, filtration will not work at all, if your Samples per Pixel is below 1/4th.
00:30So, you need to have a value of at least 1/4th and your production renders are
00:34never going to be that low anyway.
00:35You're going to have at the bare minimum 1 but probably more like 4 Samples per Pixel.
00:40So, there's different types of filtration and each one has a different look.
00:46So this standard Box filter is kind of the default with a Width and Height of 1
00:51and that's measured in pixels.
00:52So basically each pixel will be blended with it's neighbor.
00:56So, this one was rendered here with the setting of the Lanczos filter with the
01:02Width and Height of 4 and this is the result that we've got.
01:06So, in order to just sort of illustrate this more clearly, I'm going to set
01:10my number of samples down very low and I'll just go back to the standard Box filter.
01:16So, I have just only got 1 Sample per Pixel.
01:21And it should look pretty jagged and then we can increase the Filtration to add
01:29more softness to it.
01:32This is just for the purposes of illustration to show you how it works.
01:42So, as you'll see with 1 Sample per Pixel, we're getting a lot of jagged edges
01:50everywhere all through here.
01:54Now I can increase the filtration and what this is going to do is essentially
01:58apply a blur to everything.
02:05In actual practice in production, we probably wouldn't use these settings.
02:09This is just to show you how filtration works.
02:14Typically again you would have a Minimum Samples of 4, Maximum of 16 or 64 and
02:21then you can give that filtration a little bit higher than 1 but you wouldn't
02:25usually turn up as far as 4 for the Box filter because now it's looking as if
02:31our lens is out of focus on the camera.
02:35So, I would experiment with either of Mitchell or Lanczos filter and see what
02:39they do because they're going probably be a little bit more sophisticated than
02:43the default Box filter and it'll give you a little bit better contrast and your
02:47images will pop a little bit better.
02:50So, once again just to take a look at the end results, I have got this Mitchell
02:58filter here set to value of 4 and 4 and I've got 1 Minimum Sample and 16
03:09Maximum Samples and this is actually, probably, the best yet we've seen for
03:13this particular scene.
03:15So play around with the filtration. Don't crank it up too high but use it in
03:20conjunction with the Samples per Pixel and Spatial Contrast to try to get a good
03:24rendering that doesn't take 100 years to complete.
03:27So, that's it for the Sampling Quality for mental ray.
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11. Exterior Daylight
Creating a daylight system
00:00We're going to create exterior daylight in 3ds Max in mental ray and it's
00:05really easy to do this.
00:06You can actually just with the few clicks of your mouse create a physically
00:10accurate simulation of daylight at a certain point in the day, at a certain of
00:16the year, at a certain latitude.
00:18So, it's pretty incredible.
00:20So, let's go ahead and get started with this.
00:22I'm going to go to the Create panel and I want to choose the Systems sub-panel
00:28and then within that you'll see confusingly enough there's a Sunlight system
00:32and a Daylight system.
00:33What we want the Daylight system because that set up to be used with mental ray.
00:37So I'm going to click Daylight.
00:39As soon as I do this, I get a pop-up asking do I want to turn on Exposure Control?
00:44Yes. I want mr photographic Exposure Control enabled.
00:47Let's go ahead and click Yes.
00:49Then I'll go to my top-view and what I want to do is click and hold the mouse
00:54button down to set the size of this compass rose.
00:57That's just an icon that is convenient in the viewport.
01:00It doesn't matter where it is or how big it is.
01:03That won't affect the lighting.
01:04I'll just put over here where it's convenient.
01:07Then release the mouse button and drag out to set the so-called Orbital Scale.
01:12You can see on a right hand side of my screen, the Orbital Scale value is
01:17changing and again this doesn't affect the lighting.
01:20We just want to set that so that's convenient so we can see what we're doing in the viewport.
01:25And then when I've got what I want, I'll click the mouse again and that'll
01:28finish creating the Daylight system.
01:30Then I want to right-click to exit Creation Mode because I certainly don't want
01:36to accidentally create more Daylight systems, there's only one Sun on the earth.
01:40So, I've got my Daylight system created.
01:42I can move it around by selecting the compass rose and dragging matte but this
01:47won't affect the lighting.
01:48That's just purely visual for me so that I can keep that separate for my
01:53geometry, so that I don't get confuse by all of this.
01:56So, we've created the Daylight system and next we'll look at adjusting the location, date, and time.
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Setting the location, date, and time from the Motion panel
00:00Now, we're going to set the location, date and time for the Daylight system.
00:04To do so, I want to select the Daylight system's head and I want to go to the Motion panel.
00:11That looks like a little wheel here.
00:13So click on Motion and now I've got the ability to set the Date, Time and
00:18Location, excellent.
00:20So, San Francisco, California, sure, how about October 31st 2009 and I can set
00:31the hour and minutes as well, so play around with that and it's physically
00:37accurate, pretty cool.
00:42Let's orbit it around in here so we can kind of see what's going on.
00:46The assumption here is that North in your scene is in the positive Y-direction,
00:51so you will see that in the compass rose, North is going up in the top-view and
00:57that's in positive Y.
00:59So, it's pretty important that you do follow that convention.
01:02If you're plan is set up in some other direction, you're either going to need
01:06to rotate your geometry so that it's facing in the correct direction as it
01:10would in the real world or you can cheat it actually by adjusting the rotation
01:17of the compass rose.
01:18So that can be accomplished by going down here where it says North Direction and
01:23set that to some other direction like 90 degrees.
01:27And now North is going to be facing the different way but that's kind of cheating.
01:34It's better to have your plan set up correctly to begin with. Set that back to 0.
01:39So, we've got San Francisco as our current location but we could change it to whatever.
01:43I can set the Latitude and Longitude or I can just click on its Get Location
01:48button and this is pretty cool because I can just click anywhere.
01:51Say that I want it to be New York City or something like that.
01:56I can just click and it will give the a list of the most populated areas and
02:03I can go, of course, to different Continents and so on but I'm happy with San
02:07Francisco, so I'm going to leave at that.
02:10So, we've set our Date and Time.
02:11Let's make this about 5 PM, so we'll see some light coming in through the windows here.
02:16Let's give it maybe 4 PM or 1600 hrs in military time.
02:23I want to look at this from my front view as well.
02:28So, I'm going press F, because I want to get a reality check, and hit Z to zoom
02:31out and make sure that obviously my Daylight system is not below the horizon.
02:35In other words, I don't want to see situation like this where at 6 PM the sun is already set.
02:43So, let's set it to 4 PM.
02:47So, we've got our Daylight system's position, date and time and North direction
02:54and all this stuff sorted out and we're ready to go ahead and play around with
02:59the parameters for Daylight itself.
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Choosing mr sun and mr sky from the Modify panel
00:00We've set the parameters for the Daylight system in the Motion panel and next
00:04we want to adjust some parameters for the sun and the sky, and those are found
00:10in the Modify panel.
00:11So with the Daylight system's head selected, I'll go to the Modify panel and
00:16you will see here Daylight Parameters.
00:19The daylighting has two components.
00:21It's got direct light from the sun, and ambient light from the sky, and we can
00:26adjust those separately.
00:27Now right now, 3ds Max has chosen mr Sun and mr Sky for me but you'll see here
00:35they are different types.
00:37With mental ray of course, we always want to have mr Sun and mr Sky chosen
00:43as our Daylight types.
00:45You will note also that shadows are turned on by default.
00:49If we look at the Sun here, Shadows are on, and of course, we want to have
00:54Shadows turned on, and we've got a softness factor here. I would tend to leave
00:59this at 1, because it's going to give you the most accurate results.
01:02But if you start to see jagged edges or any problems with your shadows,
01:06you might need to increase the number of samples here.
01:09So mr Sky has already been created here.
01:12When you choose mr Sky as your Skylight type, you might be prompted to add a mr
01:19Physical Sky Environment Map, and the answer that you want to give there is yes.
01:24That will give you a renderable sky that you'll actually see in your renderings,
01:30and that can be left as it is, or you can add your own environment later.
01:36But it does actually contribute to the illuminations.
01:39So you want to keep that on, and you'll see that here, mr Sky Advanced
01:44Parameters. This has to do with the actual renderable background that is coming
01:50from the mr Physical Sky Environment Map.
01:54So we've got our sun and sky in the scene and next we are going to play around
02:00with that Physical Sky Environment Map.
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Understanding the mr physical sky environment map
00:00By default, when we choose mr Sky as our Skylight, 3ds Max creates an mr
00:06Physical Sky Environment Map which is a renderable image which just creates
00:12a synthetic sky in ground plane, and an image of the sun that appears in renderings.
00:17We can of course add our own environment later if desired.
00:21So let's take a look at what we've got right now.
00:23So you see mr Sky Advanced Parameters here.
00:27These can also be found in the Rendering > Environment dialog.
00:32So you see mr Physical Sky here, and Use Map is currently enabled.
00:38If I want to adjust these a little bit more deeply, I can go to the Material
00:43Editor, press M, and go to an empty slot, and just drag this mr Physical Sky
00:51onto a slot and choose Instance.
00:55Then I have got a bunch of parameters here, like Disk Intensity and so on for the sun.
01:01So this is where I can tweak on some of these parameters.
01:04So let's see what we've got.
01:06So I'll go to my Perspective View and do a quick render of this with no
01:10final gather or anything.
01:12You can see it's very dark.
01:14So I am going to need to adjust the Exposure Value and we'll do this with a
01:19little bit more detail in a moment, but I am just going to quickly set the
01:23Exposure Value to 10 because it's 4:00 PM, and so there is not as much light in the sky.
01:28So now you see I've got a fake sky and a fake ground plane.
01:34I haven't really done anything with the exposure yet and so the color
01:38temperature isn't right.
01:39But we've got something on the screen.
01:42If I orbit around in this Perspective View, so that I am kind of looking along
01:47the line of sight of that head, I can actually render the sun.
01:55Let's go ahead and do that.
01:57So the sun is here.
02:00It's kind of blasting out because of my Exposure Value, so I'll bring this up a
02:03little bit, and you see we get a sun for free.
02:09And again we are probably going to replace this with our own background later,
02:12but that's how mr Physical Sky is able to create a background for you just automatically.
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Adjusting exposure value and image control
00:00I have adjusted the Exposure Value such that the view directly into the sun is
00:05more or less correctly exposed.
00:07But that's not the view that I actually want to render.
00:10What I want to render is this CameraExterior view.
00:14I'll just make sure that's locked, and I might as well maximize the viewport as
00:19well, just highlight and hit Alt+W in order to take up the full-screen. Good!
00:24So let's see what we get.
00:25Go ahead and click Render.
00:28You'll notice that I have my Image Precision set down really low and Final
00:31Gather completely disabled, because I am just trying to get a basic idea of what
00:36the exposure is going to look like here.
00:38So clearly it's a bit dim.
00:40The exterior daylight, the value of 15 is usually too high, and in this case
00:46because it's 4:00 PM, even a value of 12 is too high.
00:50So I might want to bring this down a little bit, maybe to let's say 10, and
00:55then do another render.
00:56Okay, that's a little bit better.
00:59Now we can also play around with the Image Control settings here.
01:04So the settings I have currently were appropriate for an interior rendering.
01:10But for exterior daylight, I probably want to play around with this.
01:14For example, I can maybe burn the Highlights a little bit, give that a value of
01:18let's say 0.1 and the Midtones, pump that a little bit to maybe 0.7 and then
01:26increase the Contrast and the Shadows by giving that a value of about 0.1 as well,
01:31and then do another render and see where we are at.
01:35So that's overexposed now because of the burning of a Highlights, so maybe I'll
01:39bring my Exposure Value back up to 11 or 12 to compensate for that.
01:45Now in order to get a sense of whether it's overexposed or not, I can
01:50right-click in the rendered frame window and you'll see in the lower left-hand
01:57corner of this pop-up window something that says Mono and that is telling me
02:03the intensity of light or the color of the pixel directly underneath my cursor.
02:11And as I move that around you will see those numbers change.
02:15So when I bring it up here, that's telling me that in fact the wall here is
02:19over-exposed, because it's clipping out at a value of 1.
02:24So looks like I need to bring my Exposure Value up yet again because of the
02:29adjustments I have made to the Image Control. There we go.
02:34So I'll right click again.
02:36Basically my brightest part of my image should be just below a value of 1 and
02:43the darkest part of my image should be just above a value of 0.
02:48Now I don't have Final Gather turned on yet.
02:51So if I turn Final Gather on that's going to make a difference.
02:54Let's do just a real quick draft rendering
02:57with Final Gather enabled and see if in fact we are clipping.
03:02And I think we are okay.
03:03We've got a Mono value of 0.93 and then Shadows got a value just a little bit above 0.
03:12So I think this is looking pretty good.
03:14I might even decide to bring Exposure Value
03:17maybe to a half stop instead of 11.
03:19Let's try 11.5, and render that.
03:24So we can get it right on the money.
03:28Now it looks like that clipped out, so it's like 12 is what we wanted.
03:31Good! We've got a basic exposure and next we are going to play around with color.
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Setting the exposure whitepoint
00:00We've got a basic exposure setting that looks pretty good. We are not blasting
00:04out our whites and we are not crushing the blacks.
00:07So our Exposure set but the color looks like you could use some work.
00:11It's really quite blue.
00:13And remember this is supposed to be 4 P.M., which is an almost completely
00:17orange colored light.
00:19So the issue here is that the Whitepoint in my Exposure Control is not set appropriately.
00:25Currently it's set to 3200 degrees Kelvin, which is what you would use for
00:29an interior rendering with artificial light such as incandescent or compact fluorescent.
00:34So I am going to set this to 5600 degrees Kelvin, which is emulating the
00:40behavior of a camera set to daylight.
00:42In other words, you just put daylight film in the camera.
00:46So I am also going to turn up the render quality a little bit, so this
00:50looks little bit better.
00:51And you can see here now that we've got a much more balanced white.
00:58Now as I look at this I think that's okay, but it's supposed to be almost sunset
01:04and so really the color of the light coming in should be a lot more orange.
01:09So I can cheat this.
01:11Even though this is theoretically accurate, it doesn't really look right to me.
01:17So I can increase the Whitepoint, which is going to push the rendering
01:20more towards orange.
01:22So I played around with this previously and I decided that value about 9300 was
01:27going to give me the look that I want. So there we go.
01:36We've got a pretty decent looking rendering here that sort of artistically
01:40represents a look of orange light near sunset.
01:44So again you can set it to be "physically accurate" or you can cheat it in order to get a decent look.
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Choosing a sky model
00:00Mental ray in 3ds Max gives you several different methods for calculating the
00:04behavior of the sky.
00:06The first thing you need to remember about the sky is that it doesn't work if
00:11Final Gather is turned off.
00:13So if Final Gather is turned off, the sky is not going to contribute anything to the scene.
00:17On the right here, you'll see a rendering with Final Gather turned off and on.
00:23Also note that I've changed the time of day here and the exposure, because this
00:27will be a little bit better example of how the Sky Models work.
00:32So with the Daylight head selected, in the Modify panel you'll see the mr Sky
00:36Parameters rollout, and here you can choose different Sky Models.
00:40The default is Haze Driven, and it derives its intensity from the mr Physical
00:45Sky environment map that we saw earlier.
00:48So we don't really have much control over what it does, other than to adjust
00:52the amount of Haze.
00:54Well, if you want to actually plug in a value for the brightness of the sky,
00:58then we would need to use one of these other Sky Models, Perez or CIE.
01:03Perez I think is little bit better, because it pays attention to the color of
01:08the Haze in the mr Physical Sky environment map.
01:12So let's try Perez.
01:14Let me clone this one out. So this is the default Haze Driven Sky Model.
01:21Let's do a rendering now with the Perez Sky Model with the default values.
01:27And you'll see it's quite dim.
01:28There is very little illumination coming from the sky at all.
01:32So maybe this is a very cloudy day or almost completely overcast day, where
01:38there is almost no light coming through the clouds.
01:41Okay, well that doesn't blend well with the fact that we have sunlight shadows
01:45here, so this is not really an accurate result in any way.
01:49If we look at the values over here, it turns out that these are really quite low
01:54values compare to real-world metrics.
01:57So I did a little bit of research online and I experimented with these values
02:01until I got something that looks pretty good.
02:04And it turns out that this horizontal value should be somewhere more in the
02:09range of up to 70,000.
02:11I am going to try something like about 30,000 here, and this Direct
02:17Illuminance can range up to 100,000, but I am going to set it to let's say about 50,000 here.
02:24That's measured in Lux. We'll do a rendering, see what we get.
02:31So I think that might be a little bit too intense.
02:34Again, I can always measure by right- clicking in the rendered frame window and
02:39see ah yes, am I clipping?
02:40Yes, it's clipping, getting a little bit too much there.
02:43So I'll just come back a little bit, knock that down a little bit and try again.
02:52If you do know the actual values of the sky's illuminance at a certain
02:59location, then you can plug those in directly here and get photometrically accurate results.
03:05So here we go.
03:05On the left we have the Perez Sky Model, and on the right we have the
03:10Haze Driven Sky Model.
03:12And to my eye actually I think the Perez Sky Model looks a little bit better,
03:16but of course, you've got to work on it a little bit more in order to get good results.
03:20There you go. That's how you work with different Sky Models in mental ray.
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Controlling haze
00:00For outdoor scenes in which we can see a great deal into the distance,
00:04we're going to want to add some haze in order to add some realism to the scene.
00:09So currently, I have got a very large ground plane.
00:12It's about a mile on a side, and I have got an Aerial camera looking down on it.
00:16We can see the physical sky in the background and a little bit of the horizon just here.
00:22So we can play around with the haze if we've got the Haze Driven Sky Model active.
00:27Haze ranges from the value of 0, which is perfectly clear sky, to a value of 15,
00:32which is a massive sandstorm.
00:34So let's try it at 15, pushing it to its limit.
00:39So there you can see it's as if we've got many fine particles floating in the air,
00:45obscuring our view.
00:46Of course that's not terribly realistic, so if we want to more reasonable
00:51value, maybe a value of 5 would be better.
01:00So that's fine I guess, but we don't actually have any real control over the
01:03color of the haze here.
01:05It's just kind of does what it wants to do.
01:08So if we want to have the ability to set the color and maybe sort of the
01:12distance at which the haze is going to be maximum thickness, then we probably
01:17want to instead of using this haze to add a volume fog effect through the
01:24standard 3ds Max rendering effects. So let's try that.
01:29I am going to go into my Rendering Environment dialog and scrolling down to the
01:35bottom, you'll see Atmosphere.
01:39And this works in the standard Scanline Renderer as well.
01:43In order to work with mental ray and Exposure Control, we'll have to play around
01:47with a couple of things.
01:48But I'll just go ahead and add the effect now, and what I want is just
01:52standard Fog. Click OK.
01:56In order for this to work really, I'm going to have to adjust my Exposure
02:00Control, because Exposure Control is supposed to be physically accurate and
02:05the effect that we're going to apply here is really not physical at all.
02:08It's just a rendering trick.
02:11So let's see if we see any effect here currently with just adding the fog and
02:16not changing any parameters.
02:17Okay, so there you go.
02:20We've got a black screen.
02:21What we have to do in order for this to work is we have to play around with
02:26the Exposure Control.
02:28So you'll see here Physical Scale and this will come up again if you need to
02:33use any of the 3ds Max render effects that are not physically accurate.
02:38You'll need to actually go down here and choose Unitless and play around with these values.
02:44So this is just a purely arbitrary number that doesn't really have any metric in the real world.
02:51So this is going to be one of those situations where you've got to do a
02:54rendering, see what it looks like, adjust the value, do another rendering,
02:59lather, rinse, repeat.
03:00So I've already played around with this a little bit, and I learned that my
03:04value here needs to be very high in order to get the effect that I want.
03:08I am going to try a value of about 30,000.
03:16So now I've got Fog, and it's actually working.
03:19So I'm going to scroll down here and I've got the color of the Fog, and then
03:24I've also got the Near % and Far %, and this is going to give me the ability
03:31to get different looks.
03:32So let's try maybe a Far % of 10 and we'll leave this at White and see what we get.
03:47At the Far distance, we've got 10% fog, and this also interacts with the camera.
03:54So if I choose a camera, I've got Environment Ranges here.
03:59So I can set my Far Range to let's say 2,000 feet, and then let's try increasing
04:08that Far % value to about 50% and see what we get.
04:16So now this is giving me much more control than I had with just adjusting
04:21that one Haze parameter.
04:23And I could go in here and I could say I want my Fog to be orange or blue.
04:30This will give me atmospheric perspective.
04:32There are other ways of doing this too, but I like this way of doing it because
04:36it's going to give me the most control.
04:37So I could set my Exponential value. That's going to cause it to fall off
04:42exponentially, and I can also adjust my For Range.
04:46Maybe set that to 4,000 feet, and do another render.
05:00So this is how I prefer to use 3ds Max to get these non-physical effects,
05:05because again, I get full control over it.
05:07If I wanted to do completely unrealistic looks, I can do that too.
05:13Kind of have an alien landscape with green fog and a green sky. And there you go.
05:23That's how we can use either Haze or standard Fog to get atmospheric effects.
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Working with mr sky advanced parameters
00:00We've seen how to create haze either just by adjusting the Haze parameter or
00:06through the old-school technique of using standard Fog based upon distance from the camera.
00:12But we can also play around with the Advanced Parameters of mr Sky.
00:18Most specifically we've got the Red/Blue Tint, just here.
00:23So we've got a nice rendering here of a sunset.
00:27If we wanted to have the redder sky, we can just push this towards red.
00:32So positive values for this Red/Blue Tint will send the sky color towards red.
00:38So with a value of 1, we should get a much redder scene here.
00:42Okay, so we've got a really, really quite orange looking rendering.
00:49If we push this towards negative values that's going to bluer.
00:53So if we give it a -1 and do a rendering it should be quite a lot more blue.
01:01Usually we can also play with the Saturation, as you can see here.
01:04I'll set it back to 0 to neutral.
01:08Another really nice thing that we can do is use Aerial Perspective.
01:15So Aerial Perspective is the effect that objects in the distance appear more blue,
01:20because of haze in the air.
01:22Now this is maybe a little bit confusing because Aerial Perspective will have an
01:28effect even if Haze is completely turned off.
01:32So Aerial Perspective is on by default and it has a visibility of something in
01:37the neighborhood of 30,000 feet.
01:40And what this is actually saying is at a distance of 30,000 feet, we will get
01:45approximately 10% haze.
01:48If you want 100% haze, then you would be completely occluding the view.
01:52Well, 30,000 is usually too high.
01:55So I'm going to bring this quite a lot down. Maybe 5,000.
01:59So at about a distance of about a mile we'll have 10% haze, if the Haze value is set to 0.
02:07So this is kind of strange.
02:09Haze is set to 0, but if Aerial Perspective is on, then we'll still get haze.
02:20Remember that I modeled my plane to be about 1 mile square, so we're getting
02:25just a little bit of haze there now.
02:27So if I want to make that more dramatic I can set this to a value of let's say 1,000 feet.
02:40Very cool. And remember of course that you can also play around with the
02:44parameters of mr Sky by going to the Environment dialog and opening up
02:52the Material Editor and dragging the map into a slot on the Material
02:57Editor and choosing Instance.
02:59And in fact here you can actually go in and create maps for your ground plane
03:04or for the color of the haze and so on.
03:08So you can have a lot of fun with this.
03:10You can even map this Red/Blue Tint factor and those are just a few things
03:16you can play around with.
03:17But the mr Physical Sky obviously gives you very good results, very quickly,
03:22if you don't have time to create your own environments.
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12. Interior Daylight
Understanding mr sky portals
00:00Now we're going to embark on an exploration of interior daylight.
00:05So we have natural light coming through the window here, through these sliding
00:08glass doors and splashing on the walls.
00:11We've got just Draft Final Gather, and it's creating a little bit of
00:15ambient light in the room.
00:17Well, the first thing you need to know with daylight for interiors is that the
00:21Exposure Value is going to need to be a lot lower.
00:24So for exterior daylight, Exposure Value is going to range between maybe 10 to
00:2915, but for interiors it's going to range more between maybe 5 to 10, or even
00:36lower than that. Depending upon the time of day you may need to open the iris
00:40more by reducing the Exposure Value even further.
00:43Currently I've got an Exposure Value of 8.
00:46You may notice when we start working with this and trying to get good results
00:52that the exterior environment might get blasted out and may be too bright, and
00:57this is actually problem in the real world too.
01:01When film shoot sometimes it's necessary for the lighting people to actually
01:04cover the windows with neutral density gels, or even colored gels in order to
01:09control the light coming in from outside.
01:12So we can adjust this later if we need to.
01:15For now, I am just going to leave the Exposure Value where it is.
01:17Let's talk a little bit about how mr Sky actually works.
01:22It's an all-over illumination.
01:24So the sky is actually coming from everywhere and it's sending light in all
01:29directions, and that's not really well suited to interiors, because the effect
01:33that we're trying to achieve is the light coming from the sky through the
01:38windows and through these open portals.
01:41So there is a way to achieve this in mental ray and it's called the mr Sky Portal
01:46and it acts like an area light that you just place over the window, which
01:50focuses the skylight through the window or open door.
01:54So you need that in order to get good results with interior daylight.
01:59So Sky Portals are not optional.
02:01You actually have to use them in order to get good results.
02:04Just one caveat around that.
02:06Very, very large windows such as entire glass walls in modern high-rise
02:11buildings might not need Sky Portals at all, because Sky Portals are
02:16designed for just that.
02:17A portal rather than an entire huge wall of glass.
02:20And the Sky Portals will also slow down your rendering, just like every other
02:25feature that we've talked about so far.
02:27So if you can get away with not using the Sky Portals then you should, but
02:31certainly in a case like this we definitely need them.
02:34So that's the idea behind mr Sky Portals.
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Creating mr sky portals
00:00Let's create mr Sky Portals to focus the light coming from the mr physical sky
00:06into our interior space.
00:08We need to add portals for all windows, skylights and open exterior doorways,
00:14basically any location where light is able to enter our interior space.
00:19So I'll go to the Create panel and go for Lights and we've got Photometric as a
00:24default and here we go, mr Sky Portal.
00:27I want to create this in my left view in this case, so I'll maximize that with
00:32Alt+W and what I want to do is drag out the portals so that it's just a little
00:37bit larger than the window.
00:41So click and hold the mouse and drag that and release when it's just a little
00:46bit bigger than the window.
00:47I've also got another smaller window over here in the space which is the
00:53bathroom attached to the living room, so I am going to go ahead and draw another
00:57sky portal there as well, and when I finish creating portals, I'll right-click.
01:02Next I want to go to the top view and move them into position, so hit Alt+W
01:07once again, go to top view, Alt+W once again, grab these two portals and you
01:15want to move them so that they are just outside the windows, just a few inches
01:20outside the window.
01:23You also want to make sure that the arrows are pointing inward. So, that's critical.
01:28If it's pointing outward, then you're going to need to rotate it or you could
01:33also go into the Modify panel and flip this switch, which says Flip Light Flux Direction.
01:40Either way you just want to make sure that those portals are a little bit bigger
01:44than the window and just a few inches outside the window.
01:49Now if your portals are not quite the right size, then don't scale them.
01:54That's not going to give you the result that you want. Instead what you want
01:57to do is select it, go to the Modify panel and adjust the Dimensions in the parameters here.
02:03That's how you create and position mr Sky Portals.
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Controlling mr sky portal shadows
00:00Now we've created and positioned the mr Sky Portals and we can take a look at
00:05the results in a full rendering.
00:08So here it is without the Sky Portals.
00:10I am going to go ahead and clone that Rendered Frame window and I'll just use
00:14the same settings, just Draft precision to Final Gather, and Exposure Value of 8.
00:22Now my Image Control settings are still at the default, so I might want to play
00:26around with those too but let's just see what we get with the Sky Portals added.
00:35Okay, so if we compare these two renderings,
00:38on the right no Sky Portals and on the left we have two Sky Portals, one for the
00:44sliding glass door and one for the bathroom window.
00:47So you can see that the scene is considerably brighter, once we've added those
00:51portals and that means we might need to adjust the Exposure Value accordingly.
00:57I think generally this is maybe a little bit too dark but our Final Gather is
01:01only set to Draft, so let's try increasing that to let's say Medium precision
01:07and do another rendering.
01:09So here's the result, we've got with the Final Gather precision of Medium.
01:13I think we can probably adjust this and make it better because it's a little bit
01:16blotchy, so that's one thing to consider.
01:19We've also got our Exposure Value. Maybe we want to brighten this up a little
01:22bit and then there's yet another consideration which is this graininess going on here.
01:27So we can deal with each one of these.
01:29First, I am going to go to the Render Setup and Indirect Illumination.
01:35Play around with these Final Gather values.
01:38I am going to try 0.5, and number of rays, we'll set to 100 and Interpolation,
01:44I'll set to say 150.
01:47Diffuse Bounces set to 1 and that's good.
01:51And you know what, I'll go into my Exposure as well and I am going to set
01:57these to sort of more neutral values because I am thinking that's a little bit
02:02too contrasty. And then having done that, I'll probably want to play around with Exposure.
02:09Maybe bring this down to 7 or so.
02:11All right, so I think we're good to go on the Final Gather and Exposure,.
02:19Let's just do another quick checkup on this and we'll do another rendering.
02:23All right so far so good. I think our Final Gather is looking a lot better.
02:30We don't have that blotchiness here, especially because I have increase the Interpolation.
02:35I should probably also reduced the Exposure Value because this is looking a bit dark,
02:39so let's try a value of 5 and then finally the graininess here really
02:46needs to be dealt with.
02:48This is an issue that comes up with the Sky Portals.
02:51They are casting their own shadows here, so I want to go into the Modify panel
02:58for the Sky Portals.
02:59So I am going to select the first Sky Portal, which is the one that's outside
03:06the sliding glass door, and I want to play around with the Shadow Samples.
03:12The default here 16 is never enough.
03:15You're usually going to put this up to 64 or perhaps even higher, and that is
03:20actually probably the number one way to slow down your rendering is to use this
03:24Sky Portals Shadows with a high Shadow Samples.
03:27We really don't have much choice because you've got to get rid of this graininess.
03:31However, you should be selective about it. Because for example, I've got another
03:34portal over here for the bathroom window but it's so far in the distance that
03:37we can't really see the effect of the shadow, so I might as well just turn them off.
03:41So I am going to select that portal and actually just check the Shadows off
03:46completely on the other Sky Portal because it's not really contributing much to the rendering.
03:52So we've got some new settings here. We've adjusted the Exposure and we played
03:56around with the Shadow Samples so we'll give this another go.
03:59All right, I am pretty happy with the look of this in terms of lighting.
04:05There are still some aliasing issues that I could help out by increasing the number of
04:11samples per pixel or the Image Precision setting here but overall I think we've
04:16got pretty good results here.
04:17While you are testing, you might want to actually shut off the Shadows for the
04:21Sky Portal completely and then turn them back on again for the final rendering
04:26but this will get you started on your way towards getting excellent looking
04:29interior daylight renderings.
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13. Rendering Environment Backdrops in 3ds Max
Understanding the pros and cons of environment mapping
00:00We basically got our interiors set up and got some good lighting in here but if
00:05we look at the rendered frame you'll see we still got the basic mr Physical Sky
00:11with a really uninteresting ground plane out there.
00:14So especially if we wanted this to represent a specific location,
00:18we'd definitely want to take photographs on site.
00:20Even if we were not trying to do a specific locale, we'd still want to have
00:24something interesting to look at out the window.
00:27So there's a couple of different ways of accomplishing this.
00:29One is to use an environment map and that's how mr Physical Sky works.
00:35If we go into Rendering > Environment, we got the Environment Map here.
00:40Now you could put a bitmap in there and you could set that up so that it would
00:44map onto an invisible sphere or an invisible cylinder that's an infinite
00:49distance away from your scene and that's kind of like a finesse way of doing it
00:55but the problem with the finesse way of doing it is that 3ds Max is not very
00:59happy with that and you'll actually have performance issues.
01:02You'll not be able to effectively visualize what you're doing.
01:05It'll be really hard for you to actually function through that methodology.
01:10So the other way of doing this is with self-illuminating geometry, to create an
01:14actual object that represents your environment and this is a little bit more
01:20work for you to do but at least you'll be able to see what you're doing and
01:24you'll be able to control it by, for example, moving and rotating the objects or
01:29constraining objects to the camera and so on.
01:32So that's what I recommend actually is to use self-illuminating geometry and
01:36that's the technique that we'll be using in the following videos.
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Acquiring or creating background images
00:00Let's take a moment in Photoshop to look at some images and talk about how to
00:04acquire or create backgrounds for using a 3D scene.
00:09So there are several different ways of doing this.
00:12I am going to show you two ways in this course.
00:14The first is just a single static image, just a single photograph such as this one.
00:20This is really only good for small windows because if you have a large
00:24window, it really won't be realistic if you try to stretch that across the
00:28entire area of the window.
00:30So we'll use this just to show what it would be like looking out the bathroom
00:34window in our scene.
00:36Another way we can do it is through a cylindrical panorama and so the concept
00:42here is you start from a series of photographs and each one of these is taken
00:47from the same position but just at a different angle.
00:51And the beauty of this is that Photoshop makes it really easy for you to stitch
00:55those all together into a panorama.
00:58So this is the result of all those photographs being stitched together in Photoshop.
01:03Pretty cool!
01:04So the tool that you want to use for that is called Photomerge.
01:08We are not really going to go through that now because it's kind of out of
01:11scope for this course, but you can find it here in the File menu, under
01:16Automate > Photomerge and you can correct for distortion, all kinds of fun stuff within here.
01:23You can look that up in the Photoshop documentation.
01:26There's other ways of acquiring panoramas as well. In fact, there are cameras
01:30now in which you just basically swipe the cameras through the air and it will
01:35capture a cylindrical panorama for you.
01:38Anyway you slice it, you want to end up with a long thin image with a really
01:43wide aspect ratio that then you can map onto a cylinder in your 3D scene.
01:48You can also by the way use a spherical projection but that's much more
01:52difficult to achieve.
01:54So we're going to stick with the cylindrical projection in this case, and that's
01:57fine for an interior because we're not really going to be able to look directly
02:01straight up out the window anyway.
02:04So cylinder is going to be fine for our purposes.
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Modeling a flat image plane backdrop
00:00Now we're going to create a flat image plane backdrop outside this bathroom window.
00:05I've done a rendering here already with just the default mental ray, sun and
00:10sky, Physical Sky environment backdrop, and you know, a little bit underwhelmed
00:17by this and I'd rather have something more interesting to look at.
00:20You'll note that I've adjusted the Exposure Value in order to be better expose
00:25for the exterior light.
00:27So just like in the real world there is a huge difference between the brightness
00:31level of the sky and the brightness level of this wall inside the room.
00:36So I try to split the difference here by setting this to a value of 7.
00:39So we're going to go ahead and create the backdrop and we'll do this by
00:43creating a simple plane.
00:45I am going to go to Create > Standard Primitives > Plane and I'll just draw this out
00:50in my side view here, left view, and in order to make sure that my image isn't
00:55stretching funny on that plane.
00:57I want to make sure that the plane has the correct aspect ratio.
01:00So, of course,aspect ratio is the width of an image divided by the height, so I
01:04need to have my image handy in order to figure out what that aspect is.
01:08I'll go ahead and open up my image. I have already placed it into my appropriate
01:14folder, which is sceneassets images.
01:17Okay, this one is called glen_park_canyon.
01:20I just want to open it up in its own window in 3ds Max, so I can figure out what
01:25its aspect ratio is.
01:26I don't want it to be stretched funny on my image plane.
01:30So if I right-click, I'll get information once again and you'll see up at the
01:34top left it says Width and Height.
01:36So those are the pixel dimensions of the selected image.
01:40Now where you see it says Aspect. Don't be confused by that because that's
01:44talking about the aspect ratio of pixels or pixel ratio.
01:49You might be aware that DV footage or DVD video has non-square pixels while in
01:56this case, this is square pixels and I can tell that because it says the Aspect is 1.
02:01So we're not concerned with pixel aspect ratio here. We are concerned with the
02:06image aspect ratio which is very simple. If the pixel aspect ratio is 1,
02:11then the image aspect ratio is the number of pixels wide divided by the number of pixels tall.
02:17So our image aspect ratio is going to be 2304 divided by 3072.
02:22I've got my calculator here.
02:24So it's 2304 divided by 3072 is 0.75, so I happen to know that that is a 3 to 4 aspect ratio.
02:35It's 3/4. So my plane here should be 3 units wide by 4 units tall, so I'll go to
02:44Modify panel and I can just set this in whatever units are appropriate and
02:48convenient, I can say.
02:49All right, well, we can make this 4 feet wide by 3 feet tall and now I know the
02:55aspect ratio is correct for the image that I want to use.
02:59Next thing I'll do is I'll move this out to a distance, which would be
03:03appropriate for this image.
03:05In other words, that supposed to be the other side of the canyon. It's supposed to
03:08be quite a ways back.
03:10Now it doesn't have to be physically accurate in any way but it just has to be
03:13somewhere in the ballpark. We don't want it right up against the window because
03:17in this it's going to look like a poster.
03:18So I want to move it out just far enough so that it kind of makes sense.
03:22Once I moved it out there, then I can just scale it up.
03:25So I just grab the Scale tool, we go and scale that up so that it fills the
03:31area of the window.
03:33And I want to make sure that it actually fills more than I need. We can adjust the
03:38exact positioning later.
03:39Maybe I'll dolly out here and maybe move it up or down a little bit but once I
03:45get my texture on there, once I get the image on there, I can make final
03:48decisions about where this should be in terms of how does it line up with the horizon line.
03:53So that's the basics of creating it.
03:55In the next video, we'll look at creating the self-illuminating material for
03:59this image plane backdrop.
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Increasing map output for use with exposure control
00:00Now that we've created the flat image plane, it's time to put a material on it.
00:05So I'll go ahead and open the Material Editor and get an empty sample slot.
00:10Currently, I've got a Standard material in there, but I can't really effectively
00:14use standard materials in this case, because a standard material is going to
00:19always project light into the scene if it's self-illuminated.
00:23That's just the way that standard materials work in conjunction with Final Gather.
00:27If Final Gather is on, a self- illuminated standard material is going to project
00:31light into the scene.
00:32If I want to be able to control that, then I can't use a standard material.
00:36So instead I'll use Arch & Design.
00:39So I'll convert this to an Arch & Design material.
00:42I want to choose the Matte Finish template.
00:44We certainly don't want glossy highlights on an image plane.
00:47I'm going to set the Roughness to zero here.
00:49What we're going to do with this is we're going to assign a self-illumination map
00:54and we're not going to use the Diffuse Color at all.
00:57So, in fact, I'm going to set Diffuse to black.
01:00Likewise, we don't want any reflections or transparency on a simple image plane.
01:05So Diffuse to black, Reflectivity and Transparency as zero.
01:08Then I want to scroll down and I'm looking for this Self-Illumination (Glow)
01:11rollout, here it is.
01:12Of course, I want to enable it.
01:15Additionally, I want to choose the D65 color temperature and that'll allow me to apply a filter.
01:22So this is where I want to put my image map.
01:24So I'm going to click this button to assign the map.
01:27It's going to be a bitmap, so I'll double-click that.
01:30That should take me directly to my current projects, sceneassets/images. So here it is.
01:36I've got Exercise Files, chapter 13, sceneassets/images.
01:42So here's my photograph, glen_park_canyon.
01:45I'll go ahead and open that.
01:46Now I've got some self-illumination on here.
01:50I've got enough to be able to test this to see what it looks like.
01:53So I'll go ahead and assign that onto my image plane and let's take a look.
01:57Go ahead and render, and see what we get.
02:01Now, depending upon the orientation of the image plane, we might not get anything.
02:05If the image plane is turned around backwards, then mental ray won't see it at all.
02:09So that might be the case here.
02:10So I'm going to go ahead and cancel out of here, because I think that's what's going on.
02:14So I'll go ahead and select and rotate this exactly 180 degrees around.
02:19There we go, and give it another whirl here. There we go.
02:23So I'm seeing black out the window.
02:26So that's what I expect to see at this point, because even though it's
02:28self-illuminated, it's not bright enough in order to be seen because of
02:33our exposure control.
02:34Remember, we've got daylight out there and that means that the image plane has
02:39got to be as bright as daylight.
02:41So in 3ds Max with exposure control, there is no way to just say I want this
02:46to be always 100% illuminated, and to be exactly the same pixel brightness as
02:51the original image.
02:53So what I have to do I have to tweak the self-illumination properties to
02:56crank them up enough. Good!
02:58So I'll go back into my Material Editor. I am back here at my
03:01self-illuminating material.
03:03I'll go up one level and actually I should give it a name, so I'll call this one
03:07self illum backdrop.
03:11Here's what we've got to play with in here, the Luminance value.
03:15So right now, it's set to Unitless with a value of 1.
03:19So you're going to want to play around with this.
03:22I've kind of experimented with this a little bit in advance and I've found that
03:27I can set my Physical Units value in the range of thousands.
03:32The default here is 1500.
03:33Let's see what that gives us.
03:36Okay, so now we've got a backdrop out of our window.
03:41Now this is not really physically accurate, because really with the current
03:46exposure setting and the current brightness of the sun and sky, the environment
03:52outside the window would be almost completely white or very, very bright.
03:56So this is kind of fake, but if it looks good, do it.
04:01Fake it till you make it.
04:02But we can adjust this.
04:03If we want this to be brighter, obviously, we can set the value to be higher.
04:075000 would probably be more physically accurate in this case.
04:11It's going to blast out, but that would be what we would really see if we took a
04:16real camera on-site, and shot it out a window.
04:19But we can make it look however we want by adjusting the Physical Units value over here.
04:26There we've got a backdrop that's pretty much physically correct in terms of the
04:31exposure value we currently have.
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Adjusting the color map to color-correct the backdrop
00:00Now we've set the intensity of the backdrop to be more or less physically
00:04accurate, but we're not a slave to that.
00:07We can set it to be whatever we want in order to get a specific visual effect.
00:11So I might choose to set my Physical Units back down to 1500, which was the default.
00:17In this particular case with the exposure settings I have, it actually gives me
00:21more or less the same brightness values from the original photograph. That's fine.
00:27I'm pretty happy with the brightness on this.
00:30The issue however is that the color is not right, because this photograph was
00:35taken at about 1 p.m. on a sunny day.
00:38The rendering that we're trying to do here is actually more about 5 p.m.,
00:43so there is orange light coming in through the window, but yet the backdrop
00:47is looking very blue.
00:49So, we're definitely going to want to color-correct that.
00:52There's various ways of doing that.
00:53One would be to choose one of the other presets over here. Like for example,
00:57I could choose the Incandescent filament lamp preset, and let's do a region render
01:03of that so we can see the difference sort of in a split-screen side by side.
01:07So now you see that's much more orange, which is more appropriate to what I've
01:14got in terms of the actual lighting. Or I can also go in and plug in a specific value.
01:21So, if I think that's too orange, maybe instead of Incandescent filament, which
01:26I happen to know is 2800, maybe I want to choose 3200 degrees Kelvin and see
01:32what that looks like.
01:33So that's a little bit better, I think, but it's still not really where I want to be.
01:37I want to have finer control over this.
01:39I want to be able to go in and tweak the red, green, and blue
01:43channels separately. So I can do that.
01:463ds Max makes it really easy.
01:48So in order to accomplish that effectively, I'm going to reset this back to D65,
01:53and I'm going to drill down into the map parameters.
01:57So here's my bitmap, open that up, and scrolling down, within any bitmap in 3ds Max,
02:03there's going to be an output rollout and we can do things in here like
02:07change the brightness and the contrast and so on.
02:10But what I really want to do is I want to adjust the curves of the red, green,
02:14and blue channels individually.
02:16It works just like the Curves Adjustment in Photoshop.
02:18So to enable it, I'll turn on Enable Color Map here.
02:23You'll see there's two different ways of doing this.
02:25We've got Mono, which will affect red, green, and blue equally, or I can go into
02:29the RGB Mode, and now I've got three curves.
02:33What I want to do here is I want to add points in order to change the shape of these curves.
02:38So over here I've got an Add Point button, but this is going to be a linear
02:42point, so what I really want is a Bezier point or a curve point.
02:46So I'm going to hold down the button and choose Bezier point.
02:49Then I click to create that Bezier point and then I can choose the Move tool
02:54over here to move these around.
02:56Now currently, I'm moving all three red, green, and blue curves simultaneously.
03:00That's not immediately obvious from the interface.
03:03What I want to do is I want to turn these curves on and off in order to
03:07adjust them separately.
03:08So for example, if I wanted to adjust only the red curve, I would turn blue
03:12and green off, and you can see there is a ghostly green and blue curve there underneath.
03:19So I can do those separately as well.
03:21I can say okay well, I want less green, and I can turn on blue.
03:25Now I can do them all, because they're not sitting directly on top of each other.
03:30Now the only problem with this is I can't really see the result in my viewport here.
03:34So I'm kind of flying blind.
03:36So what I'm going to do is I'm going to go back up and I'm going to drag this
03:39map out to its own slot and choose Instance.
03:43So now I've got a better sense of what I'm doing.
03:45So when I make changes to this instance map, it will be reflected in my
03:49self-illuminated material.
03:50So you can see already, that's looking pretty good as far as what I'm trying to achieve.
03:54I can toggle the Enable button on and off.
03:59So, yeah let's give that a shot.
04:01I'll go ahead and click Render.
04:02At this point, it's looking pretty similar to what I had, simply by just
04:06changing the color temperature, but I have the freedom to push this in
04:10different directions.
04:12So, I'm going to achieve effects that would be impossible to achieve with just
04:16adjusting their color temperature alone.
04:19I'm watching in my sample slot to see what I'm doing.
04:22Of course, I can also move the points at the end as well.
04:27I might want to do these one at a time.
04:30Say we don't want green to go up all the way, and/or we don't want blue to go up
04:35to full intensity either.
04:36So now this is a very warm color with almost purple skies.
04:39In order to see this best, I might want to actually reduce the intensity of the
04:45bitmap as well, but it just gives you an idea of how you can go about the
04:49process of color correction using this output rollout within the bitmap.
04:53Finally, there is another way you can do it, which is going to give you even
04:57more control, and let you do things like change the hue and so on.
05:00So I'm going to turn this off.
05:01We're back to neutral.
05:03What I'll do is I'll go to the Bitmap button here and click it.
05:07This will allow me to essentially stack another map on top of the existing one.
05:11The one I'm looking for is color correction.
05:13So I'll double-click that and I get a pop-up asking me, do you want to discard
05:18the old map or do you want to keep the old map as a submap?
05:21And certainly, we want to keep the old map.
05:24What this will do is then apply the color correction to the existing map. Click OK.
05:29Here we go. We've got the color correction map.
05:32We can do all kinds of cool things in here.
05:34Like I said, we can adjust the Hue.
05:36We could put an alien landscape out there, or we could correct for if there was
05:40an error in the original image acquisition, set that back to zero, or we could
05:46adjust Saturation up or down just globally.
05:50Finally, we can go down into the advanced settings and do all kinds of fancy
05:55stuff like gamma correct this image directly here.
05:59So I could say well, I want to make it more contrasty and darker so I
06:03could lower the gamma to something like 0.7, and now it's much darker and more contrasty.
06:10See what that gives me.
06:10So you can see what's happened here is by bringing the gamma down, now I've
06:15got a richer color in the sky here, but an overall general lightness of about the same.
06:21So I could bring this down even further maybe.
06:230.45, which is actually a magic number, which is inverting the gamma of the image.
06:30Maybe that's too dark, but I can also play around with it all day long.
06:34So those are the different ways that you can color-correct a background image so
06:39that you can get the artistic effect that you want to achieve.
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Applying a LookAt constraint to the image plane
00:00I've color-corrected the map so that it looks pretty good to me.
00:03I ended up using the Output method instead of the Color Correct Map method, but
00:08however you do it, you just want to adjust it so that it looks good from the
00:12point of view of your camera.
00:13The other thing we need to do to make sure that looks good is to constrain the
00:18rotation of the image plane, such that it will always face towards the camera.
00:23This is important to specially if you've got a moving camera, got any kind of
00:27walk-through or a tracking shot or any kind of moving camera, if the image plane
00:32is sitting static out there, it's not going to give a very good illusion.
00:36It's going to sort of feel like it's a flat plane rather than an
00:39actual environment.
00:40So constraints come to the rescue here.
00:43So what we want here is a LookAt Constraint, which will cause the plane to
00:47always face towards the camera.
00:49Go ahead and close these other windows.
00:51I'm going to maximize my top view with Alt+W and this is a little bit tricky.
00:56Especially if you've got a complex scene with lots of geometry, it may be
01:00difficult to select the camera and not anything else.
01:04So I want to do something special here to make sure that I do this right.
01:07So the first thing I'll do is I'll select the image plane and then next,
01:12I'm going to go up to the Selection filter and choose Cameras.
01:17That way when I click to make the constraint, I know that I'll select the
01:22camera and nothing else, like for example, I wouldn't want to accidentally
01:25constrain to my portal.
01:27Then the next step is I'll go to the Animation menu set.
01:31I'm looking for Constraints > LookAt.
01:34Go ahead and activate that and then click the camera.
01:38Now as soon as I do that now, my image plane is going to rotate.
01:42So I'll need to go into the Motion panel and play around with that to make it
01:45facing the correct direction.
01:47So I'll go back out to Perspective view, so I can kind of get an overview of
01:52what's going on here.
01:53To make it easier to tell what's going on, I'm going to choose local
01:57coordinates. I've got the Move tool active and I want to go into Local
02:00coordinates for the image plane.
02:02So I'll be able to tell exactly which axis is up here.
02:06Go back to my Selection filter and choose All.
02:10So let's take a look at how this LookAt Constraint works.
02:14I'm going to select my camera and move it up and down.
02:17You notice it's also constrained to its own LookAt, its target, but the thing
02:23that we're most interested in is the rotation of the image plane here. Ctrl+Z to undo.
02:28So, what I want to do is I want to play around with the LookAt Constraint.
02:32So I'm going to select image plane, and I'll need to go to the Motion panel, and
02:38I'll need to have the Rotation selected, not Position or Scale, but Rotation.
02:43In here, you will see all the different controllers that are currently assigned
02:48to this object, and here we've got LookAt Constraint.
02:53If you don't see the LookAt Constraint rollout, you might want to make sure
02:56that it's selected here.
02:57So you've got LookAt Constraint.
02:59So here is where we get to choose how it's going to behave.
03:03So there are two things we need to concern ourselves with, which axis is going
03:07to point towards the camera and which axis is up.
03:11So in this case, we are at local space and so I can tell here that it's the Z axis
03:16that should be pointed towards the camera.
03:19So the LookAt axis is going to be Z.
03:22So now, the Z-axis is pointed towards the camera.
03:26If I select that camera, there we go, and move it around, we can see the image
03:30plane is rotating to face the camera.
03:32I'm going to go and select that again.
03:35Then the other thing I need to concern myself is which way is up?
03:39So here we go. I've got to do a little bit of analysis here.
03:43The Y-axis is the top of the image.
03:47Unfortunately, I can't see that in the viewport here because of my
03:51self-illuminated material.
03:53So if that bugs you, you could just create a standard material and quickly
03:57assign it, but I happen to know that the Y-axis is up here in this case.
04:02So I'm going to go down here and make sure that Y is my source axis.
04:08Then that is going to be pointed up. We have to tell it which way is up.
04:14Of course, Z is up in 3ds Max.
04:17It's a Z up convention.
04:18So now I've got my image plane set up correctly.
04:21So again, in this case, local Z of the image plane should be pointed towards the camera;
04:26local Y of the image plane should be pointed up.
04:32So, if what you have is not exactly the same, let's say you've created your
04:38image plane in a different view or whatever,
04:41you just need to play around with these until you basically get the result that
04:44you want, and let's do a rendering of this and see what we get.
04:47I'll clone this off to another window just so we'll have something to compare it to.
04:52Essentially, that's all there is to it.
04:54If I animate the camera moving, then I'll be able to keep a consistent view out the window.
05:00I can also move the image plane up or down, vertically, in order to position it better.
05:07It will still point towards the camera.
05:09So it's basically a 2D plane pointing at the camera now.
05:14So let's say I want to see more of the sky.
05:16I can grab the image plane.
05:18Let's do this in the Perspective view, and move it down so we'll see more sky.
05:23Now I'm looking in my Camera view to make sure that I don't move it down too far,
05:27if you don't want to actually see the background there.
05:30So I'm going to bring this back up a little bit.
05:37That is the procedure for assigning a LookAt Constraint to an image plane such
05:42that it will always face directly towards the camera.
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Modeling cylindrical panorama backgrounds
00:00If you've got large windows or a sliding glass door like this or any kind of
00:04situation where we need to see a large amount of environment outside, then we'll
00:10probably want to use a cylindrical environment, because that simple flat plane
00:13is just not going to cut it.
00:15So I'm going to go ahead and create a cylinder. Drag that out.
00:20You'll want it to be pretty big, release the mouse, and drag upward to set the height.
00:25Then click again to complete the cylinder, and right-click to exist cylinder creation.
00:31Then I'll want to move it up or down, especially from the point of view of my
00:36camera, because it's going to it need to be below the horizon line.
00:40Basically, I'm looking through the window here and making sure that the
00:44bottom of my panorama is below either the window, or in this case, below the deck,
00:50which is just here.
00:52Good, so I've got it roughly positioned, then I can go and increase the radius
00:56and/or the height, so that it's going to fill the frame, good.
01:00So now I'm going to go to my front view and press P. I'm going to convert that
01:04to a Perspective view.
01:05Press Z to zoom out, and press F3 so I can see shading.
01:10What I want to do here now is I want to flip the surface normals so that I can
01:16see through the cylinder from the outside, but we'll still be able to see the
01:20interior wall of the cylinder.
01:21So to accomplish that, I'm going to right-click and Convert To > Editable Poly.
01:28Optionally, I can delete the caps on the cylinder.
01:31I'm going to choose to do that this time.
01:32I'm going to select that top of the cylinder and delete, select the bottom,
01:37press the Delete key on the keyboard.
01:40Then exit out of Sub-Object Mode.
01:43Then I'm going to enable backface culling, so I'll be able to hide the surfaces
01:48that are pointed away from me.
01:50I want to right-click, and then go into Object Properties.
01:54I want to enable Backface Cull.
01:56When that's on, then the surfaces whose polygon face normals are pointed away
02:02from me are going to be hidden. Good.
02:04So now I want to flip those normals.
02:06So I'm going to go to Element Sub- Object Mode and choose the entire surface
02:11here, and then flip it, good.
02:14So now I've got a situation in which I can stand outside my cylinder and sort of
02:19look at it from a God's eye point of view, but yet from the point of view of the
02:23interior, it will render just fine.
02:26Good, so I've built this cylinder.
02:29I'm going to go ahead and give this a name.
02:31I'll call this CylinderPanorama.
02:33Then the next step is I want to create the map and play around with the map
02:37tiling so I can get it lined up just right in my view.
02:40So I'll go to the Material Editor and just like we did before, I'm going to create
02:45an Arch & Design material.
02:46You just go through those steps once again. I'm going to use Matte Finish
02:51with the Roughness of 0, Color of black, scrolling down, looking for
02:58self-illumination, I'll open that up, enable it, I'll choose D65, and then choose a map.
03:06It's going to be a bitmap. Here we go.
03:08So I've got this one here.
03:09It's called bernal_Panorama.
03:11Be cautious about this Bitmap dialog because it's going to want to mask off most
03:17of your images, so this is a really kind of unfortunate behavior of 3ds Max.
03:23People have complained about this for years.
03:24It's never going to change evidentially, but what we want to see is All Formats
03:28to make sure that we're seeing what's really inside of this folder.
03:31So I'm going to choose bernal_ Panorama in this case and click Open.
03:36Now I've got a map. I want to turn on Show Map in Viewport and then assign
03:42it to the cylinder.
03:43So as you can see, it's stretching across the entire cylinder.
03:46Now we're going to need to adjust the mapping parameters here to adjust the
03:50tiling to get it lined up the way we want it.
03:52So, it's going to vary depending upon your particular image.
03:56So there is no one answer to this.
03:59The U Tiling in particular is going to need to change.
04:02So, I think a value of about 5 works pretty well in this case.
04:07In order to check this, I want to go into my interior and I want to hit F3 so I
04:12can see shading in the viewports.
04:14I probably want to see default lighting rather than scene lighting, and I don't
04:18want to have exposure control or anything like that.
04:20I've just disabled all the fancy viewport controls so that I can actually see out there.
04:27At this point, I can play around with tiling.
04:30I could also rotate the cylinder in order to get it lined up.
04:34If I know that I'm going to do a walk- through, then I'll definitely want to
04:37create a camera or at least get a perspective camera in here and move around so
04:41that I can check to see if my panorama is actually working.
04:45So, tell you what, I'm going to go with my perspective view.
04:48Ctrl+Alt+Middle-Mouse, so I can get inside here.
04:52Additionally, I probably want to have a wider field of view.
04:56I want to move around in the scene and check this from all possible points of
05:02view that I'm going to actually be using.
05:05So I can dolly forward a little bit, and clearly, there is a big seam right there.
05:11But it's easy enough to fix.
05:12I'll just go ahead and grab the panorama and rotate it in order to get rid of that.
05:22So, it would take a little bit of time for me to tweak this, but this is looking
05:25pretty good as it is, I think.
05:27So that's how you can create a cylindrical panorama that will wrap around your
05:30scene and will look good from different angles.
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14. Compositing Environment Backdrops in Photoshop
Understanding alpha channels
00:00We've seen how to create an environment backdrop in 3ds Max and render that
00:04all in a single pass.
00:06But there are other ways to do it.
00:07If you want more control you might want to use a compositing program like
00:10Photoshop or After Effects and layer 2D Images so that you can more
00:16precisely color-correct them.
00:17So let's take a look at that workflow.
00:19In order to do that, you need to understand what alpha channels are.
00:22An alpha channel is transparency in a bitmap image.
00:27In the rendered frame window in 3ds Max, I can view an alpha channel by
00:32clicking this button here.
00:33What we see here is a black-and-white image.
00:36In the conventional alpha channel, white means this area is going to
00:41be completely opaque and black means that area is going to be
00:44completely transparent.
00:46Any gray pixels will be partially transparent.
00:49So when I render an image here, even though I've got an environment out there,
00:54the mr Physical Sky environment,
00:57it's ignored in the alpha channel and that's what we want.
01:01Because what we want to do is replace this background with another background in Photoshop.
01:07So that's the essentials of what an alpha channel is.
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Rendering still images for After Effects or Photoshop
00:00If you want to composite your background in Photoshop or After Effects or any
00:04other compositing software, then there is one or two things you need to pay
00:08attention to in 3ds Max.
00:10By default the edge pixels of your foreground are going to be blended with
00:17the edge pixels of the background, so that we don't get jagged edges at that transition zone.
00:23So that's going to be anti-aliased by default, just like everything else in the
00:27mental ray rendering.
00:28And that's fine except if we were to just leave this as it is and try to
00:32composite it in Photoshop,
00:34what we would end up with is a white fringe in this case around this area.
00:41We don't want that obviously.
00:42We want to prevent that from happening.
00:44So the key to this is we can turn off the mr Physical Sky just by going to the
00:50Environment dialog, Rendering> Environment, and we can disable it by just clicking
00:56Use Map and turn that off.
00:58Go ahead and render.
01:00Now that doesn't actually change the lighting.
01:02All it's going to do is prevent that backdrop from appearing in the rendering
01:08and that way we won't get this anti- aliasing between our foreground and
01:13background with that white fringe.
01:16So we can take a look at the Alpha Channel now, and it looks exactly the same as it did before.
01:22The only difference is we don't have the actual image pixels of the mr
01:26Physical Sky background.
01:28The other thing we need to do is make sure that we save this out with the
01:31Alpha Channel intact.
01:33So I am going to go to click Save over here.
01:36It's one way to save out an image.
01:37And I want to make sure that I save it into my current folder, current project
01:42folder's renderoutput.
01:44That's the proper location to save things out to, and I want to save it as,
01:50we'll call this one bath.tga.
01:54tga stands for Targa.
01:56Let's say it's the safest format, because it's one of the oldest formats, and
02:01when I click Save here, I am going to be prompted as far as what format options I want.
02:07And what I want is definitely 32 bits per pixel.
02:11That's very important, because a 32 bit per pixel image in this case means it
02:16has four channels, Red, Green, Blue and Alpha, or what's traditionally known as an RGB+A.
02:24This switch, whether it's pre- multiplied or not, it's not really going to
02:28make any difference in this case and the Compress switch, it's not going to
02:33apply lossy compression.
02:34It's a form of lossless compression, which doesn't degrade the image.
02:38It's called RLE or Run- Length-Encoded compression.
02:42Again it doesn't matter whether this is on or off.
02:44If it's on, you'll have a slightly smaller file size.
02:47So in fact these are the default settings for the Targa image.
02:5032-Bits-Per-Pixel compressed with Pre-Multiplied Alpha.
02:55Go ahead and click OK.
02:56So that's how I'll save out an image in order to prepare it for compositing in
03:01Photoshop, After Effects or any other compositing application.
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Converting the alpha channel to a Photoshop layer mask
00:00We've rendered our foreground with 32-Bits-Per-Pixel in alpha channel.
00:05And now I have got it here in Photoshop, we can take a look at it.
00:08So currently there is only a single layer.
00:10I am going to just quickly unlock that layer so I can edit it just by
00:14double-clicking. Just click OK.
00:17And I want to then investigate the Channels palette.
00:20So I'll go to the Channels and you'll see here, we've got Red, Green, Blue, and Alpha.
00:25And we can look at each one of these separately.
00:27So here's the alpha channel.
00:28That's what it looks like, just as we expected.
00:30What I want to do here is I want to convert the alpha channel into a Photoshop
00:35layer mask so that then I can composite a separate background behind it.
00:40So the process for that is pretty simple.
00:42I am going to hold down the Ctrl key and click on the alpha channel and what
00:48that does is it loads that in as a selection.
00:51So when you Ctrl+Click on a channel or layer in Photoshop, anything that's white
00:57is fully selected and anything that black is not selected and any pixels that
01:01are gray will be partially selected.
01:04So I have got the selection loaded.
01:05Go back to the Layers palette and click on that layer and now I want to add a layer mask.
01:10I am going to go to the Layer menu > Layer Mask and I want to Reveal Selection.
01:18So in other words all the white pixels are going to be visible and all the black
01:23pixels are going to be invisible.
01:25So now I have just converted the channel to a layer mask, and you can see
01:30the layer mask here.
01:32And with layer masks, I can play around with it.
01:34I can click on it, with the Alt key held down, so that I can actually see it or I
01:40could select the pixels of the image again and I can Shift+Click on the layer
01:46mask to disable it or enable it, just so I can see what I am doing.
01:50So now I just want to load in an image and place that in the background.
01:55So I'll go to File > Open and I want to navigate for this.
01:58So I'm currently in my current project's renderoutput folder so I want to go up
02:03to where my backdrops are currently stored in sceneassets/images.
02:06So let's grab one of these, glen _park_canyon.jpg, open that up.
02:12So now I've got a JPG image and now I want to composite that into the
02:17background of the other image.
02:20So to do that I will go back to the Layers palette and click on this button
02:24over here on the right and what I want to do is duplicate that layer into the other image.
02:30So I want to choose the other document.
02:33It's currently just still called bath.tga, and click OK.
02:36Then I'll go back to my original document and just want to swap these layers out,
02:42so I'll bring this new layer to the Background below the original and now
02:47I've got an image in the background.
02:51So that's the basic of how you would create the layering, and next we are going
02:55to adjust this, change of size, and we are going to color correct.
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Using Photoshop adjustment layers for color correction
00:00The last steps here to complete our compositing job in Photoshop are to scale
00:05the background and to color correct it.
00:08So I want to zoom back actually with my Magnifying Glass because my background
00:15is very, very large compared to the foreground.
00:17The foreground was only about 360 by 180 pixels and the background is more in the
00:24order of 3700 pixels.
00:27So I've zoomed way back because I know that my background is going to be huge.
00:32Okay, so I've got my Background layer selected, go to the Edit menu >
00:36Transform > Scale, and what I want to do is grab one of these corners in
00:43order to scale the background.
00:44But if I just grab it and move it then I'm going to actually be stretching the
00:49aspect ratio of the background and I don't want that.
00:52So let me hit Ctrl+Z to undo that.
00:55And I want to make sure I am holding down the Shift key when I drag one of
00:59these corners, because that's going to actually maintain the aspect ratio.
01:03I can click in this center area, not on the dot in the center, but any one of
01:07these sort of blank areas here in order to move the image, reposition it, and
01:11then I can hold down Shift once again and scale it down a little bit more.
01:15This one's a little bit tricky because there is such a disparity between the
01:18size of the foreground and background.
01:20I will Shift+Click and shrink that down a little bit more.
01:24And if I get it basically in the ballpark then I can hit Enter and let's go
01:28back to actual pixels.
01:30And I can grab the Move tool with the background selected and I can
01:35position that background.
01:36It's still the wrong size.
01:38I can go back and scale it again.
01:40Be cautious though about scaling.
01:43You don't want to scale things down and then scale them back up again.
01:47But I am just going to scale this down a little bit more, holding down Shift
01:51and repositioning this.
01:53Now by the way until I hit Enter, this scale is not actually being performed,
01:57so it's okay for me to scale this down and then back up again here, because I am
02:01just getting it sorted out.
02:03Let's say I am happy with that and then I'll hit Enter. Good! So I've scaled it.
02:08I can still go and move it around as a layer too if I want. Say I am happy with that.
02:13Then I want to color correct it.
02:14Now there are a lot of ways of color correction in Photoshop.
02:18It's very advanced.
02:19What you want to avoid doing is a destructive color correction.
02:24In other words, we don't want to actually permanently alter the pixels of the background.
02:28It's much better if we perform a non-destructive edit.
02:31So we're going to use an adjustment layer instead of a standard adjustment.
02:36Because an adjustment layer is non- destructive and we can make changes later and
02:40it won't have any deleterious effects.
02:43It won't actually degrade the image, if we change our adjustment layer.
02:48So in CS4, we actually have an Adjustments palette here now and I can just click
02:54on any one of these to add one.
02:56So for example there is a Curves Adjustment.
02:58So I've got the Background layer active and I'll just click here to add a
03:01Curves adjustment layer.
03:02And you can see it here.
03:03That's a new layer.
03:05That's above the background.
03:06And by default this adjustment layer will affect everything below it.
03:10Okay, so now I can start playing around.
03:12So this is very similar to what we saw in 3ds Max with the Color Map in
03:17the Bitmap rollouts.
03:19So and I can go in and adjust each one of these Red, Green and Blues separately
03:22in order to get the look that I want.
03:26Go back to RGB which is the black-and- white and then we can go to each one
03:31of these separately. We can reduce the Green, reduce the Blue and it looks like Mars now.
03:36So obviously we don't want to go quite that insane with this.
03:42And the beauty of this once again is this is an adjustment layer.
03:46We can change our mind about this later.
03:48I can go in here and for example turn it off, turn it back on again. See the results.
03:54I can save this file as a Photoshop document and then come back tomorrow
03:58and play around with these curves again, and it's not going to have a
04:02generation loss effect.
04:03If I just use the Image > Adjustments menu here, that would be a destructive act.
04:11It would actually permanently alter the pixels, and if I try to apply another
04:15adjustment successively, it would degrade the image, because doing successive
04:20adjustments is going to do evil things to image. So don't go there. So there we go.
04:27We've got our Curves adjustment layer.
04:29I want to save this as a Photoshop document.
04:32Currently, I've got a renderoutput folder, but you know what?
04:36I probably want to keep that clean and I am going to go up one level in my
04:413ds Max folder structure and I am going to create a custom folder and that's perfectly fine.
04:46You can create as many folders as you want inside your 3ds Max project
04:51folder structure, as long as you don't delete any of the pre-named ones that are already there.
04:56So I am just going to call this one photoshop and I'll call this
04:59one bath_composite.
05:04That's how you composite backdrops in an external program, in this case Photoshop.
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15. Ambient Occlusion in Arch & Design Materials
Understanding ambient occlusion
00:00To achieve even greater realism in renderings, you can use a special effect
00:04called Ambient Occlusion.
00:07This is a technique that comes from the film industry and it's a
00:11computationally inexpensive effect for contact shadows.
00:16That means it doesn't take long to render.
00:19And it gives us a little bit better quality to our renderings.
00:23Let's take a look at a before and after picture of Ambient Occlusion.
00:29So here we have no Ambient Occlusion.
00:32You'll notice how the box doesn't necessarily really feel like it's sitting on
00:38the table terribly well.
00:40Do a render with Ambient Occlusion turned on and here you'll see we are getting
00:45a dark line here and here.
00:47There is also a subtle difference here in where the walls join together here.
00:53So again this is Ambient Occlusion off and this is Ambient Occlusion on.
00:58So what does it mean anyway?
01:00Well, ambient light is light that comes from all over and occlusion means blocking.
01:06And the concept here is that we want to prevent this ambient light from reaching
01:12into the crevices where objects are very close together.
01:17Now Ambient Occlusion would not be necessary if Final Gather settings were very,
01:22very high, but very, very high Final Gather settings are prohibitively,
01:30computationally expensive. They take way too long to render.
01:33So this is a quick way of getting good results.
01:36Now there are many ways to use Ambient Occlusion.
01:39You can do all kinds of amazing things with it.
01:41We are going to look at two ways in this course.
01:44The first is through the Arch and Design Material and the second is for a Scene
01:49Wide Ambient Occlusion effect.
01:52You only want to use one of these two methods in your scene.
01:55It's not a good idea to combine them.
01:57So that's the idea behind Ambient Occlusion and next we are going to look at
02:02enabling it in the Arch & Design material.
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Enabling AO in the arch & design material
00:00Let's look at how to enable Ambient Occlusion in Arch & Design.
00:05So if you want to get the benefits of Ambient Occlusion, then you'll want to
00:10use the Arch & Design material or some of the ProMaterials have it as well,
00:15only if it's relevant.
00:16For example, the glazing ProMaterial doesn't have Ambient Occlusion because you
00:20wouldn't want contact shadows on window glazing anyway.
00:24So I've got three materials here in this scene.
00:26I've got green, red, and white, and each one of them is an Arch & Design material.
00:33So if I select one of these, I can scroll down in Arch & Design and what I'm
00:37looking for is a rollout labeled Special Effects.
00:40I'll go in there and here you go Ambient Occlusion.
00:44It's right here, so I will enable it.
00:46We're going to play around with some of these parameters here, but let's just go
00:51ahead and enable it in each one of these, so I'll grab my green material, scroll
00:57down, Special Effects, and turn it on.
01:00And the red, once again scrolling and turning on Ambient Occlusion and now
01:07I have enabled it in all three of my materials.
01:09Here before enabling it, let's clone our rendered frame window and do a quick render.
01:17This is the expected workflow with Arch & Design, which is you're using Final
01:24Gather and Ambient Occlusion in the same scene.
01:28Essentially, you're trying to use Final Gather to get the sort of overall wash
01:35and then you're using Ambient Occlusion to get the fine details in the shadows.
01:40So there you go. We've got no contact shadows here and yes, contact shadows over here.
01:47And that's how you enable Ambient Occlusion in Arch & Design.
01:51Pretty simple, isn't it?
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Using color from other materials
00:00The Ambient Occlusion implementation in Arch & Design has a pretty interesting
00:06feature which will allow you to achieve an effect very similar to Final Gather
00:12and that's called Use Color From Other Materials.
00:16You'll see it here.
00:17So in this example, I've completely disabled Final Gather and this is a
00:22rendering with no Final Gather and just the default setting for Ambient
00:26Occlusion, which is Use Color turned off.
00:28We'll make a clone of that so we can compare these two. So here it is.
00:34Use Color is turned off and in my white material, I'll just go ahead and turn
00:38that on and do another quick render.
00:44If you look closely, you'll see we're getting actually some splash here and
00:49that's actually coming from this surface and splashing onto a nearby surface.
00:54Again that's a pretty subtle effect and you might not notice if Final Gather is enabled.
01:01But I thought I showed that to you, because it's kind of a cool effect and
01:05once we play around with some of our other parameters here, we can exaggerate
01:10that and make it a bit stronger, and go around to the other materials and
01:14enable it in there too.
01:16I've got a green material. Enable it on all three and re-render.
01:24And if you look at it very closely, you'll see there should be a little bit of
01:28splash here around the corner.
01:30We're getting a little bit of a white line here on the red wall, where we
01:34didn't see it over here.
01:36And again that's the illusion of light bouncing from the floor and touching
01:41the wall, just here.
01:43So again that's Use Color From Other Materials, Exact Ambient Occlusion.
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Setting ambient occlusion parameters
00:00Now that we have Use Color From Other Materials enabled, it's easier for us to
00:05see the effect of adjusting some of the other Ambient Occlusion parameters.
00:12So specifically, you can see that this is not spreading out very much and it's
00:16also a bit on the grainy side.
00:17So what we're going to do is we're going to go into our white material and we
00:23can play around with these two parameters up top here.
00:27The number of Samples and the Max Distance.
00:30Let's take a look at Max Distance first.
00:33So it's currently set to 6 inches, the default in 3ds Max is actually 4 inches.
00:38I'll turn this up to let's say 12 inches, 1 foot, and let's do a side-by-side
00:44rendering once again, comparison.
00:48So having set it to a foot, now you can see we're getting a much better
00:52spread and it's actually showing up on the other materials much better as well,
00:56and remembering that these objects are fairly large. This box I believe
01:02is about 2 feet tall.
01:04So having done that we're getting better splash but now it's looking really grainy.
01:09So if you see grain in your Ambient Occlusion renderings, then you'll want to
01:14increase the number of Samples. Let's try 32.
01:18Okay, that's better but we can make it even better.
01:21I'm going to do a region render so we don't have to wait as long for that.
01:26Useful values for the Samples range from 16 to about 64, and we should probably use
01:32power of two numbers because that will give you more efficient renderings and at
01:38a value 64 that's looking pretty good.
01:41So I could go around to all of my materials and let's say set these all to 12 inches
01:49and do a full render once again, to see if you're getting much splash on
01:57the other parts of the scene.
02:00And in fact, we're getting a little bit more obvious bleeding in the colors here.
02:06So that's essentially all you need to do.
02:08You just maybe turn up the number of Samples on these as well and mental ray
02:15does all the rest for you.
02:19Okay, so that kind of gives you an understanding of how this Use Color From
02:23Other Materials works.
02:24Now there is no rule that says that you have to do that and especially if
02:28you're using it in conjunction with Final Gather, you might choose to not Use
02:34Color From Other Materials but simply set a Shadow Color and by default the
02:39Shadow Color is set to a neutral gray.
02:42If you want a more exaggerated effect, you can reduce the Shadow Color to black. So let's try that.
02:48I'll do that on all of my materials.
02:50Give them a black shadow color.
02:53We'll turn off Use Color From Other Materials and we turn Final Gather back on.
02:59We'll clone this out just to give you an idea of the options you have with Ambient Occlusion.
03:07So having turned Final Gather on, my Exposure is too high, so I'm going to just
03:11quickly turned that back to what I had before which was the value of 4.
03:16And so now I think this is looking pretty good because we're getting
03:19splash from the Final Gather and we're getting good-looking contact shadows
03:26in the crevices here.
03:27Due to Ambient Occlusion. I've increased the Ambient Occlusion distance to 12
03:33inches and I've increased the Sampling and I'm pretty happy with this rendering.
03:38That's how you can use Ambient Occlusion within the Arch & Design and ProMaterials.
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16. Scene-Wide Ambient Occlusion
Understanding the need for a "poor man's global illumination"
00:00Final Gather gives great results for Ambient Light splashing through your scene.
00:06However, it's not usually well suited to animations due to excessive render
00:10times and flickering issues.
00:13Now as we saw before you can work around the flickering by using the Final
00:17Gather option, Project points along camera path.
00:21However, that doesn't solve the problem of the render times.
00:24So Ambient Occlusion is a way out of this problem because we can get pretty good
00:29results with Ambient Occlusion, and to not use Final Gather at all.
00:35So here are three images to illustrate the power of Ambient Occlusion
00:39for scene-wide fake global illumination or what I call a poor man's
00:45global illumination.
00:46On the left, we have an image with no ambient light at all and Final Gather
00:50disabled and of course, not very believable because we have absolute solid
00:55black here in the shadow areas that are not illuminated by the sun, sky or sky portals.
01:02Here we have an Ambient light, which is not using Ambient Occlusion, and this a
01:08little bit better but still nowhere near good enough.
01:12Look at how flat this wall is.
01:14We've just traded an absolutely black wall for an absolutely gray wall and, for
01:20example, look in the corner here.
01:21You can't even see the corner.
01:23It's all just gray straight through there.
01:26So this is just an Ambient light with no occlusion and then the third image
01:31we'll see here is the full render with scene_wide_ambient_occlusion.
01:37And that's what we're going to do in this chapter.
01:40Now you could use Arch & Design to get a similar effect, but the issue is that
01:46Arch & Design Ambient Occlusion is going to be slower.
01:50Also you might not want to use Arch & Design materials on all of your objects,
01:55due to render times or whatever.
01:56Maybe you've got standard materials and you want to keep them, but you still
02:00want the effect of Ambient Occlusion.
02:03The technique I'm going to show you will allow you to get Ambient Occlusion
02:07with any materials.
02:08So you don't have to use Arch & Design or ProMaterials.
02:12So you don't have to wait for the long render times and it's really quite effective.
02:18The other thing is that if you do it the way I'm about to show you, you'll get
02:22actually more options and control than you do with Arch & Design.
02:25With one exception.
02:27You won't get accurate color bleeding.
02:29So we want to actually get color splashing from one surface to another.
02:34It's just basic illumination without color bleed.
02:38But in most cases, it's going to be good enough and especially for walkthroughs,
02:42this is what I recommended you do.
02:43So we're going to take a look at poor man's global illumination with
02:47scene-wide ambient occlusion.
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Creating a standard omni light at the origin
00:00The first step towards creating scene-wide ambient occlusion is to create an Ambient Light.
00:07Now you might be familiar with the Ambient setting in the Environment dialog.
00:11That's not what we want in this case.
00:13What we're doing here is actually really quite tricky.
00:15We're creating a light and then we're going to mask off the effect of the light
00:21based upon the proximity of surfaces.
00:24So this is a little bit of a process but we'll get really good results at the end of it.
00:29So what we need to do first is to create a standard Omni Light at the origin.
00:35So to make sure that it's created at the origin, I'm going to turn on 3D
00:39Snaps and you might want to right- click and make sure that Grid Points is the
00:43only option enabled.
00:46I'm going to go to the Create panel, under Lights and this is the only time in
00:52mental ray that you're going to use standard lights.
00:57So, so far if you want photometrics to be accurate and you want to have a good
01:02Final Gather, you should always use photometric lights but this is the one
01:06exception to the rule.
01:07We want to go in here and use the old school standard lights and the other
01:11one we want is an Omni Light, so that's going to shine light in all
01:15directions equally.
01:16I want to create it at the origin and that's a requirement.
01:21It needs to be precisely at the origin and nowhere else.
01:24I'm going to right-click and my light's been created.
01:28I'll turn-off Snaps and I just want to make doubly, triply sure that it's
01:32exactly at the origin and nowhere else.
01:35So with my Move tool selected, I can right-click and open up the Move Transform
01:40Type-In and this is telling me that the light is at the origin, at an Absolute:
01:45World position of 0, 0, 0.
01:48So now we've got our light where it needs to be.
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Setting intensity and enabling ambient only
00:00We've created our Omni Light at the origin and now we want to adjust some of its parameters.
00:05So with it selected, I'm going to go to the Modify panel and I need to adjust
00:10a couple of things.
00:11First of all, the Intensity.
00:13For standard lights, Intensity is set from this Multiplier value and this value
00:19does not have any relationship to real-world metrics.
00:22So you're going to have to set it to some value that looks good.
00:26We don't know what that is in advance, so I would recommend for daylight scenes
00:32maybe a value of about 100 but you might have to tweak it and adjust it for your scene.
00:37So I've got the Multiplier cranked up really, really high.
00:41Normally, if you're not using photometrics that would be an impossibly high
00:45multiplier, but because we're dealing with daylighting here, we need to sort of
00:49match the intensity of daylight, so I've got to crank that up quite a lot.
00:54The other thing that I need to do is over here in the Advanced Effects rollout,
00:59I want to flip the switch that says Ambient Only.
01:02What this does is it just sends an overall wash of light out to every object in
01:09the scene, so every surface in the scene is going to receive this wash of light.
01:15So why don't we take a look at what this actually does when we render?
01:20I've got a rendered image already, so we can pop that open.
01:23You see in my Project folder, under renderoutput/scene_ambient_only.
01:31So this is the effect, once again, that we get from an Ambient Light turned up
01:36to a Multiplier of 100 and the Ambient Only switch turned on, and once again,
01:42it's just producing an even wash on all surfaces, but we haven't yet applied
01:48the Ambient Occlusion.
01:50So that's how you'll create an Omni Light and set its parameters in order to get
01:54an even wash throughout your scene.
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Creating an ambient/reflective occlusion map
00:00Having created our Omni Light and set its Multiplier value and enabled Ambient
00:05Only, now we're ready to create the ambient occlusion map and apply it to the
00:11Projector slot of the Omni Light.
00:13You may have seen Projector Maps before.
00:16They're very cool because you can do things like use a spotlight to project
00:20an image on a wall.
00:22In this case, we are going to use a Projector Map to occlude the ambient light
00:26based upon the proximity of surfaces.
00:30So, let's go to the Material Editor and grab an empty slot and I am going
00:36to click Get Material.
00:37That launches the Material/Map Browser and if you have Maps enabled, which they
00:42are enabled by default, then you'll see maps listed in this dialog as well.
00:48So, remember that these spheres indicate materials and the
00:51parallelograms indicate maps.
00:54So, what I'm looking for is called Ambient/Reflective Occlusion (3dsmax).
01:00So that's what I want.
01:01So, I'll double-click on that.
01:03That loads it into the Material Editor's sample slot and I want to assign it
01:09to the Projector Map.
01:10So, I am just going to drag-and-drop this over here and choose Instance, so
01:15that any changes I make in the Material Editor will of course be reflected in my Projector Map.
01:20So, I just want to do a couple of things here.
01:22First of all, I want to give this a name.
01:24So, I'll called this AO map and second of all, the default Max distance which
01:31has to do with how far the ambient occlusion is going to spread.
01:35That Max distance is set to 0 by default, which is a useless value.
01:40So, I am going to set it to something that we can use.
01:42Let's say about 2 feet.
01:44So, now we are in a good place to test to see what it's going to look like.
01:49So for comparison's sake, I want to open up my image from my render output of
01:56just the ambient light without the occlusion.
01:58So, we can see the difference here.
01:59So, here it is with ambient_only.
02:01Okay, so here is a version that has no occlusion. Go ahead and do a render.
02:08What I want to do here is so we don't have to wait too long, I am going to knock
02:12the Image Precision down and give this a whirl.
02:19So although, of course, we're getting a lot of jagged edges because of the Image
02:24Precision set so low, we are seeing now the effective ambient occlusion if we
02:30look at these side-by-side.
02:31So, we're getting shading on the wall here. We're getting an actual crevice here
02:37that's being rendered due to the blocking of ambient light based upon distance. Excellent!
02:45So we're well on our way.
02:46Next, we're going to tweak this a little bit to get better quality settings.
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Adjusting type and samples
00:00So we've got basic scene wide Ambient Occlusion working.
00:04But we want to play around with this a little bit and get better results.
00:08So, I'll go back into the Material Editor to adjust the parameters of the map.
00:13So, here's my AO map.
00:15So, the first thing here is the number of samples. So if you start to see a lot
00:20of grain in the shadows, then you want to increase the number of samples.
00:25So, in this case, in this final render here, I actually increase the Samples to
00:3032 to get better results.
00:33So, a valid range for these samples is between 16 and 64. The default is 16.
00:40I find that I pretty much always need to turn it up.
00:43Another important thing to point out here this time is the type of Ambient
00:48Occlusion and what we want here is 0 and that's going to give the result that we want,
00:54which is we're going to be blocking or occluding the ambient light.
00:59So, those are a couple of the attributes or parameters that you'll need to
01:03adjust in your Ambient Occlusion map.
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Setting bright and dark
00:00The next Ambient Occlusion Map Parameters that we want to look at are Bright and Dark.
00:07So, this is pretty obvious.
00:08Bright is the color of light in your Ambient Occlusion Projector Map, and
00:15interestingly, this is going to override the color of your light itself.
00:20So, if you tint your light, this color is actually going to override that.
00:25So, if you wanted to tint the ambient light to produce a certain effect then you
00:30could do that by just adjusting this.
00:33Dark should be set to the color of shadows, so generally and typically
00:38that would be black.
00:39Let's take a look at what would happen if I set my Bright to some other color.
00:44Just by way of illustration, just to make it really obvious, if I set my
00:48Bright color to say supersaturated green, and we'll see what kind damage we can do here.
00:57So as you can see, I've got extremely intense green splashing on the walls here.
01:04So, let's cancel out of that and maybe reduce my Image Precision.
01:09And let's do something more useful, because you probably wouldn't want
01:13something like that.
01:14What you'd probably want is to try to set this Bright color to be the average of
01:20all of the reflected light in your scene.
01:23So, for example, if I had a room that had bright red walls, then I'd probably
01:29want to set this color to red as well.
01:31Or I might want to set it to the general overall, more or less color temperature
01:36of the light. So I could set this to be maybe a light blue, very light blue, to
01:45sort of emulate the effect of the skylight coming in.
01:49Now, of course, we already do have true blue skylight coming in through the
01:53window and we already have actual color temperature to the sunlight coming in.
01:58But again, this is to sort of emulate the splash. Give that a shot.
02:04So you can see it's very, very sensitive. Even just a very light blue is going
02:09to make a huge difference.
02:12So, you want this generally to be set extremely desaturated. Even just a tiny
02:19amount of Saturation like a value of 0.1 would probably be more than enough.
02:26Give that a shot.
02:32So, this is an artistic process once again.
02:35It's not photometric in any way and you just adjust it to whatever looks good to
02:39you and that's how you work with Bright and Dark.
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Understanding spread
00:00The next parameter I'd like to show you in the Ambient/Reflected Occlusion
00:04Map is called Spread.
00:07Now Spread is not what you think.
00:09The name Spread kind of indicates or implies that it has to do with how far the
00:14shadow is going to spread out.
00:18Well, that's actually dealt with through the Max distance.
00:22So, Spread is a little bit esoteric and basically what it is, is an angle value
00:28that will allow the renderer to just search for nearby surfaces and the default is
00:340.75 in Max 2010, and this is a rendering with a default spread.
00:39So, let me clone this once again so that we can compare and I am going to set
00:44the Spread value very low, perhaps 0.1. The range is from 0 to 1.
00:52So, with a value of 0.1, we are still getting Ambient Occlusion in this region here,
01:01but the look is quite different.
01:04It's kind of more focused, if you will.
01:07And we could use that in conjunction with some of the other parameters to get
01:11really exaggerated, very strong shadows.
01:15But what I recommend in fact is to either leave the Spread at 0.75 or
01:21perhaps turn it up all the way to 1, which is going to give you a softer
01:26look to the rendering.
01:29So, with the Spread set to 1 now, we're getting a softer look than the default of 0.75.
01:37So, that's how Spread works.
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Setting max distance and falloff
00:00To get different looks for Ambient Occlusion, you'll want to adjust the Max
00:04distance and Falloff parameters.
00:07Max distance is the distance for sampling, so with the value of 2 feet, if we
00:13want to test this surface's occlusion with nearby surfaces, basically the render
00:19is going to look out up to 2 feet away and anything more than 2 feet away is
00:23going to be ignored.
00:24So, we want to set this at the sweet spot so that we'll get a good look but not
00:29have to wait too long for rendering.
00:31So, if the Max distance is up very high, then more and more of the scene will be
00:36sampled and therefore the render times will be longer.
00:39Also if Max distance is higher, the end result is that the shadows or the
00:45contact shadows are going to extend farther away from surfaces.
00:50So, reasonable values for this are going to depend upon the scale of your scene.
00:54For a room-sized interior, you're going to want to be on the scale of feet.
01:00If you're doing a tabletop scene and a close-up then you're going to want to set
01:04it to somewhere in the range of inches.
01:06So, in my experience a range somewhere between 2 inches to 6 feet is a good
01:11range for those scenes.
01:12So, I've got it at 2 feet currently.
01:15That parameter interacts with the Falloff parameter and what Falloff does is
01:20control how the intensity of this shadow will diminish over distance.
01:26So, with a value of 1, it'll return a linear falloff or a linear decrease
01:32in shadow intensity.
01:34So, if we decrease the Falloff value, the shadows will end up being tighter and smaller.
01:41So, let's try a Falloff of 0.5.
01:46So, having only change the Falloff now and not the Max distance, the shadows are
01:52definitely much closer to the surfaces.
01:55If you increase the Falloff beyond 1, let's say a value of 5.0, then the
02:01result is that the shadows are going to be darker and in this case, it's fairly dramatic.
02:07You'll also see that with the Falloff increased, we're starting to see some
02:11issues with our sampling.
02:13So, in this medium shot of the ceiling joints, with Sample set to 32, we're
02:18seeing quite a lot of grain.
02:20So, I'd probably want to increase that.
02:23And again, this is going to be view dependent.
02:26Depending upon how far you are away, how far your camera is away from the
02:30geometry, you might need to increase or decrease the Samples.
02:34For example, if I was out in this wide shot, which is in this case Camera03,
02:41then I might not need the Sample set to 64, because the grain would be so small
02:46that we wouldn't notice it.
02:48So, I could probably reduce the Samples for a wide shot back down to 32 and it should be fine.
02:55So, that's how you can control the Max distance and Falloff to get different
03:00looks and remembering that you'll also need to adjust Samples if you've played around with the Falloff.
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Excluding transparent and self-illuminated objects
00:00Finally, when working with Ambient Occlusion, you're going to need to exclude
00:04certain objects from the Ambient Occlusion calculations.
00:08Specifically any object that's transparent or self-illuminated should not
00:13occlude the ambient light.
00:15So, in this example you can see I've got a glass tabletop and some glass
00:19shelving here and we're getting an artifact on the wall here where the glass is
00:25actually occluding ambient light.
00:27So, that would never happen in the real world because ambient light would pass
00:30right through the glass.
00:31So, what we want to do here is we want to exclude these objects from receiving
00:37ambient light and also we want to exclude them from generating ambient occlusion
00:42due to the proximity of surfaces.
00:45Because AO doesn't understand anything about the material here.
00:48AO doesn't know that it's a transparent material.
00:51It just sees that these two surfaces are next to each other and generates a shadow there.
00:55So this is a two-step process.
00:58The first thing I am going to do is select the light and go to the Exclude
01:03button on the Modify panel and then I want to exclude certain objects.
01:08So, what have we got here?
01:10I've got my EndTableTop, I'll exclude that, and then also I've got all these shelves.
01:15So, I will select all those, Shift+Select and exclude all of those.
01:22Okay, that's part one.
01:24Then part two is excluding these objects from ambient occlusion just globally.
01:29So, I'll go over to this Perspective view and hit Alt+W to zoom in and what I
01:33need to do is I need to set the object ID for these objects.
01:37So, I am going to go ahead and select all of them, Ctrl+Click on these
01:41bookshelves and so now I've got those six objects selected and then I want to go
01:48to the Object Properties.
01:49I'll just go to Edit > Object Properties.
01:53You can also use the right-click quad menu and the important thing I want to set
01:58here is this mysterious G-Buffer Object ID.
02:02So, this is just an identifier for each object in a scene and what we want to do
02:07is set this to any value really. Every object in your scene has a default
02:11Object ID of 0, but I can set this to 1 or any other number that's convenient.
02:18Click OK and then I want to go into the Material Editor.
02:24In my Ambient Occlusion Map, you'll see a mysterious parameter down here,
02:30Include/Exclude Object ID (Negative = Exclude).
02:35Well, what this is trying to tell us is we want to put that Object ID number in
02:40here and if I put a value of +1 then that would force the object to be included
02:46in the Ambient Occlusion.
02:48If I set it to -1, that would force the object to be excluded from the Ambient Occlusion.
02:54So, this is just bit of weirdness in the interface, but there are a lot of
02:58weirdness's in this particular technique, so this is just one among many.
03:02So, inner view, I've set the Object G- Buffer ID to be 1 and then in the Ambient
03:10Occlusion Map settings, I've put a -1 to tell the map to exclude those objects.
03:20Go back to my Camera view.
03:22Let's go back to our rendered frame window and I'll just clone this out, so we can compare.
03:29So now having done that, I get a much more accurate result.
03:32I don't see those weird shadows on the wall and that's the basics of how to work
03:37with Ambient Occlusion for a scene-wide fake global illumination.
03:43In review, I'd like to show you the final image file once again.
03:51And that's our wide shot with fake GI and we can do camera walk-through here,
03:57and it would render much more quickly than if we used Final Gather, so that's
04:01the real advantage of this.
04:02So now you've learned all about scene-wide Ambient Occlusion.
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17. Volume Lights
Understanding atmospheres
00:00One thing that mental ray and photometric lights don't give you is the
00:04appearance of a beam of light actually projecting into your scene.
00:09So on the left, you'll see a standard rendering and I've got three lights on in
00:14this particular rendering.
00:15I've got my floor lamp and I've got two track lights.
00:18What we'd expect to see is a beam of light coming out from each one of those track
00:22lights because of course, when light passes through the air, it illuminates fine
00:26dust particles and we'll actually see a beam of light.
00:30So, on the right here, I have used a Volume Light to achieve that effect.
00:35Now a Volume Light is completely non-photometric.
00:38It's purely a rendering effect and it's a complete cheat.
00:42So you have to actually do a couple of things in order to make it look good.
00:47So what we're going to do in this next chapter is apply Volume Lights and adjust
00:51their parameters in order to get a good rendering.
00:54It will then give us an illusion of a beam of light traveling through the air.
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Adding a volume light atmosphere
00:00We're going to assign an atmospheric effect to each one of these two track lights.
00:05So I'm going to select one of them and go to the Modify panel.
00:09Scrolling down, I'm looking for the Atmospheres & Effects rollout and I want
00:14to add an atmosphere.
00:16So I'll click Add and in this dialog, I want to choose Volume Light and click OK.
00:21Now the Volume Light is attached to the light and let's do a quick render of
00:26this to see what it looks like from our camera point of view.
00:28I've got Final Gather disabled.
00:33So this is what you get by default when you add a Volume Light.
00:36Not terribly interesting.
00:38We're going to fix this.
00:39The next thing I want to do is add that same atmosphere to the other light,
00:45so that I'll have the same parameters for both and I don't have to do everything twice.
00:50So what I'll do for that is I'll select the other light.
00:54Once again, in the Modify panel, go to Atmospheres & Effects and Add, and
00:58this time I'm going to choose Existing.
01:00So I've already got an existing Volume Light.
01:03So I'm going to go select that and click OK.
01:05So now they're both sharing the same volume parameters and I'll do another
01:11render and you'll see we've got this horrible blue Volume Light, but that's a start.
01:18We're going to play around with this until it looks really good.
01:21So that's how you will add Volume Lights and make sure that they are instanced,
01:25so that when you change one, you'll change them all.
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Setting exposure physical scale to "unitless"
00:00We've added a volume atmosphere to both of the lights and as you see, we're
00:04getting a very strange result and this is because of our exposure.
00:08So Volume Lights weren't designed to work with Exposure Control.
00:12So what we need to do is make an adjustment to Exposure Control.
00:16So I'll just go ahead and open that Environment and Effects dialog once again,
00:20and scrolling down, what I am looking for here is in the Exposure Control
00:25settings, I've got something called Physical scale.
00:27So what I need to over here is I need to switch the Physical scale to Unitless
00:32and I'll need to adjust the value.
00:34So let's see what we get with a value of 1. Not much change.
00:41It's become darker.
00:42What I need to do is actually I need to increase this quite a lot, and this is
00:47another one of those non-physical values that you're just going to have to test.
00:51You'll have to try a value, render it, if you don't like it, go back and do over
00:57and lather, rinse, repeat, iteratively until you get what you want.
01:00I've played with this a little bit in advance and I found a value of 100 worked
01:04pretty well for this scene.
01:06So we'll go ahead and render that.
01:07So now we've got extremely bright volume lights but at least they are
01:14the correct color now.
01:15So that's how you'll adjust your Exposure to compensate for the non-physical
01:20nature of Environments and Effects.
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Adjusting volume light parameters
00:00Now that we've adjusted our exposure so we'll get these in results from the Volume Lights,
00:05let's adjust the Volume Light parameters proper.
00:08Once again in Environment and Effects, I want to scroll down until I see
00:12Atmosphere and you'll note that I have only one listed here, because I chose
00:16Existing when I added the second volume light.
00:20So that now I can adjust these parameters globally for both of the lights.
00:24So I want to select it and then scroll down so I can get at its parameters.
00:30So a lot of these were designed to work with the default Scanline Renderer.
00:34In fact, the whole thing was designed to work with the default Scanline Renderer.
00:38So some of these things that you might have used before in terms of attenuation
00:43over distance are not going to behave the same way because with photometric
00:46lights, attenuation is automatic.
00:48But what I do want to do here at the very least is reduce the density of the light.
00:53So I'll set that to 1 and then do another quick test render to see what I get.
00:58Okay, that's helping.
01:01I can also enable the Exponential flag and that will cause it to fall off with
01:06distance a little bit better or rather the cone will have a better shape to it.
01:12Then I can also play around with this End % value. Set that to less than 100 certainly.
01:20I set it to 30% here and that's actually not too bad.
01:25That's pretty much where I want to be.
01:27So I'm going to increase my rendering quality a bit, so I can get a better sense
01:32of what this is really going to look like.
01:34So as you see, we're getting a pretty good result with our Volume Lights.
01:38Of course, your scene is going to be different when you're actually
01:42creating stuff from scratch.
01:45Your exposure is going to be different.
01:46Your light intensities are going to be different.
01:48So you're going to need to play around with all of these parameters in order
01:51to get the look that you like, but now you'll understand how to go about that process.
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Adding noise to the volume light
00:00The last thing we want to do with this atmospheric effect is to add a little bit
00:03of noise to it because in the real-world, the whole reason that we have a beam
00:09of light in the first place is because the light is catching dust and particles
00:13in the air, and what we're seeing here is a very regular shape to the cone and
00:17it's got no variation inside it and so it's not terribly believable.
00:22It's looking very computer generated to me.
00:24So let's add a little bit of noise to this.
00:26So I'm going to open up the Environment dialog once again, scroll back down to
00:32the Atmosphere, select it and here at the bottom of that dialog, I've got Noise.
00:39So I need to turn it on and I'll also need to increase the Amount because a
00:43value of 0 will show no result.
00:46So the Amount ranges from 0 to 1.
00:48Let's try with a value of 1 and do a test render with Final Gather turned off
00:53and Draft Precision to our Antialiasing, just to get a sense of what we're getting.
01:00What's happened here is that the noise is almost completely masking the cone of
01:05the atmosphere, and that's because the Amount is turned up all the way and the
01:10Size is very large relative to my scene.
01:12So I'm going to reduce the Size down to a value of 1 and re-render.
01:18So now I've got some speckles here in the cone, in the atmosphere.
01:24So what I want to do here now is to reduce the Amount, because I'm just
01:28getting too much contrast.
01:30So again, it ranges from a value of 0 to 1, so I'll try a value of about 0.7
01:38and give that a try.
01:39So I'm thinking that looks pretty good and all I need to do now at this
01:45point is re-enable Final Gather and crank up my Image Precision, so I've got
01:50Final Gather turned off.
01:52Turn that on and turn my Image Precision backup and do another rendering.
01:57Now that rendering took at least five minutes to calculate, so actually I'll
02:01just show you the image file after it's completed.
02:04Once again, so you might render output folder of the project I've got a version
02:10with the Volume Lights turned on.
02:13And there you go. We've got a nice subtle noise and it's getting a good illusion
02:18of a beam of light traveling through the space and that's how we use a Volume
02:22Light to add realism to the scene.
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18. Lens Effects
Understanding lens effects
00:00The last chapter in our series on 3ds Max mental ray is devoted to Lens Effects.
00:07And this is just a little bit of the icing on the cake so that we can get the
00:10effect of a little bit of glow or a lens flare around a light source, and Lens
00:16Effects are truly a post process.
00:19They're calculated in 2D and basically placed onto the top of the rendering
00:24after mental ray has done all of its work.
00:27Another thing that you need to know upfront here about Lens Effects is that
00:30mental ray will actually throw up an error message when you try to render
00:34these Lens Effects.
00:36It's actually not a problem and it works just fine, so we're going to safely
00:40ignore those errors, but I just want to warn you upfront that you're going to see that.
00:44So that's the idea behind Lens Effects, and next we're going to actually add a
00:48Lens Effect to the lights in our scene.
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Adding a lens effect to a light
00:00To get started with Lens Effects, we can apply lens effects to a light and
00:05in fact, we can also apply lens effects to geometry, but in this case,
00:10we're just going to apply it to existing lights.
00:13So I'm going to select my Spotlight and just like we did with the atmospheres,
00:16I'm going to scroll down and I'm looking for the Atmospheres & Effects rollout and
00:21once again, I'll click Add and I want to go for any kind of New, not Existing,
00:27Lens Effects because we don't have any yet.
00:29So I'll choose Lens Effects and click OK.
00:32And then once again, I can go into the Setup, which is going to load the
00:35Environment and Effects dialog.
00:37So, so far we've only seen the Environment tab within this dialog but there is
00:41also the Effects tab and you'll see we have a Lens Effects currently.
00:45Now at this time, there are no Lens Effects applied.
00:49There is a Lens Effects plug-in active but it has no components.
00:54So over here on the left, you'll see all these different types of Lens
00:56Effects components that can be added to this particular instance of the Lens Effects plug-in.
01:03So on the left are all our options.
01:05On the right is everything that we currently have added.
01:08So we currently have nothing.
01:09So I'm going to select Glow and then click this arrow to send it over to
01:14the right-hand side.
01:15So now I've got a Glow active within this Lens Effects plug-in, which is
01:20applied to this light.
01:21So I'm going to go over to 3ds Max and take a look from the point of view of my
01:27main camera and I'm going to open up the rendered frame window and let's see
01:33what we get with just the default Lens Effects settings.
01:37I'll do a Final Gather turned off with really low anti-aliasing settings, so we
01:42can just get a sense.
01:44Now here are the errors I was warning you about.
01:47So again don't panic, this is not a problem.
01:50It's just saying, Hey, there are some unsupported features.
01:53Now if this bugs you, you can flip this checkbox off so that it will not open
01:58this dialog when it has an error.
02:00However, I don't really recommend that because it might be an important error.
02:05At this point these are not important but in the future, I don't want to miss
02:09any important messages.
02:11So what I'm going to do is I'm just going to move this down, so that when it
02:14pops up again I won't be bothered by it.
02:18So as you can see I've got a Lens Effects Glow currently and that's how I want to do this.
02:23I want to go ahead and add it through the Atmospheres & Effects rollout within
02:27the Lights Modify panel.
02:29In a moment we will adjust the parameters of this, but first I want to also
02:32assign that Lens Effect to the other light.
02:35So I'll go ahead and select the other light and once again go to Atmospheres &
02:39Effects rollout and Add and this time, I want to go for an Existing Lens
02:45Effects, so one that's already in the scene.
02:47I'll click that Lens Effects and then click OK and then we'll do another render.
02:52Now you see we've got two glows.
02:57You notice that it actually really does it in a post effect.
03:02It'll render the entire scene in mental ray and then in fact the default
03:06Scanline Renderer is invoked after the effect and it slaps this 2D effect on top
03:12of the existing render that we've created in mental ray.
03:15So that's how you'll add Lens Effects to a light.
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Adjusting lens effect globals
00:00So you've got a basic effect here.
00:02It's not really what I want just yet, but we're working towards it.
00:06The next thing I want to point out to you is there is a rollout here labeled
00:10Lens Effects Globals and the way this works is you can have multiple Lens
00:16Effects elements applied.
00:18So each one of these could potentially be attached to the Lens Effects plug-in
00:23that's currently active.
00:26This Globals rollout will effect any and all of the Lens Effects elements.
00:33Currently I just have a Glow element.
00:34Later, I'm going to add a Star element and the Size parameter and Intensity
00:39and all of these are going to affect all of the elements in the current Lens Effects.
00:46So if I set this Size down to a lower value like 50 and do another render, then
00:53you'll see it's going to be half the size that it was.
00:57Something to speed the process, up here at the top we have Interactive.
01:02So this is pretty cool.
01:03If you flip this switch on and then you play around with any of the Lens Effects
01:07parameters whether they'll be global or specific to a particular element,
01:12that'll update in real-time.
01:14And of course, that's going to depend upon the speed of your computer and the
01:17complexity of the effects that you have.
01:19But this is pretty good because it's almost immediate feedback and I can
01:24reduce the Intensity.
01:27So if I have a small Size and a small Intensity, then we can kind of dial that in. Cool!
01:36So that's the basic concept of how Lens Effects Globals work.
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Setting glow element parameters
00:00Now let's play around with the Glow Element parameters.
00:04For example, the color is not really accurate here.
00:07I have got kind of an orange light coming from my incandescent lamp, but
00:10I've got this red light coming from the glow effect.
00:14So, let me scroll down and here's the Glow Element rollout and here you'll see
00:20we've also got a Size parameter and Intensity parameter and this is specific
00:25to just this one Glow Element and that is going to interact with the global setting.
00:31So, if I reduce the Size here it'll become much smaller.
00:35Now, we also got Intensity here. Push that up or down and I've still got
00:40Interactive Mode turned on.
00:43So that as I adjust the Intensity here we can see what's happening.
00:47Occlusion, what that does is that if the light is hidden behind a surface then
00:54it will be dimmed down.
00:55But currently my lights are actually visible to the camera so the Occlusion is
00:59not going to do anything.
01:01We also have Use Source Color here and the idea here is that it's going to
01:06derive the color of the glow from the light itself.
01:10So if I turn this up to 100, it's supposed to take the lights color and plug that in.
01:15However, because this is mental ray and we've got exposure control,
01:19it's not really accurate.
01:21It's not really giving me the same color as I have for the light and the atmosphere.
01:26So I don't want to use the Source Color in this case. Instead I want to play
01:30around with these color swatches here, these Radial Colors.
01:33This left-hand swatch is the center of the Glow effect and the right-hand
01:38swatch is the edge.
01:40So, that's why we're getting this kind of pinkish look because it's blending
01:43between white and red.
01:45So if I change this red color to something more of sort of a desaturated orange
01:50because I have Interactive Mode turned on, I can actually try to match that to
01:55my atmosphere color.
01:56Again, I can also play around with the inner part of the Radial Color,
02:01the center and that'll actually be a more dramatic effect.
02:04So again, I just want to try to match that to my scene and that's pretty good.
02:10So, that's how you can adjust some of the Glow Element parameters.
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Adding a star element
00:01And now the last step in our process for adding these Lens Effects is I want to
00:06add a different element.
00:07So I got my glow in there but I can also apply all these other elements, we've
00:12got Ring and Ray and Star and so on. So we'll try Star.
00:15I'll go ahead and send that over and suddenly now we've got stars.
00:19Because again I've Interactive turned on, so it's instantaneous.
00:23So now I scroll down and I've got my Star element rollout visible.
00:28So it depends upon which element you have chosen. Just try to do this so if I
00:33choose Star, then I'll see the Star element and if I choose Glow I'll see the
00:39Glow Element parameters.
00:40So I'll go back to Star and you'll see Source Color is turned up to 100% by
00:45default and again, we're going to have to cheat this.
00:47So I'm going to set the Source Color down to 0 and I'm going to play around with
00:52these Radial Color swatches just as before.
00:58I'll reduce the Size as well, bring that way down and the Width of the Star,
01:05I can bring that down too, because I want it to be pretty subtle.
01:07I don't want it to be calling attention to itself too much.
01:11Now once again, these are also interacting with the global settings.
01:16So if I went back up to the Lens Effects Globals and increase the Size,
01:20it's going to increase the size for both the Star and the Glow Element and thanks
01:25to Interactive Mode, I can actually kind of see what I'm doing pretty quickly and easily.
01:30I can adjust this Angle value too, either globally or in the Star element.
01:35That's looking pretty good.
01:36You know I can spend some more time on this and get it a little bit better, but
01:39I think that's good enough for now.
01:41I'll go ahead and turn my Image Precision back up and I'll turn the Final Gather
01:47back on with my custom settings and let's do a final render.
01:52I'll turn this up all the way actually. And now our rendering is just about
01:56finished and as we see that last little bucket of mental ray finishes
02:02rendering and when that's finished then we will see the Lens Effects pop on as
02:08that 2D post effect takes effect in result.
Collapse this transcript
Conclusion
Goodbye
00:00We've come to the end of our course in 3ds Max Lighting and Rendering with mental ray.
00:05I hope you've learned a lot and enjoyed this course.
00:07I'm Aaron Ross and thank you once again.
Collapse this transcript


Suggested courses to watch next:

3ds Max 2011 Essential Training (10h 4m)
Aaron F. Ross

3ds Max 9 Modeling (13h 33m)
Steve Nelle


3ds Max 2011: Particle Effects (5h 53m)
Steve Nelle


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