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Creating virtual product shots reduces the need for photography. But those shots need to be accurately shaded, lighted, and rendered to seem realistic. 3ds Max can help. It's a powerful application for design visualization. In this course, you'll learn to shade, light, and render a product shot in 3ds Max. Aaron F. Ross leads you through the entire production workflow, starting with a prebuilt CAD model. Once the model is imported and the scene is organized for 3ds Max, Aaron shows how to create Arch & Design materials, construct several different lighting setups, render in mental ray, and color correct in Adobe After Effects. Explore the power of 3ds Max to present your product renderings in their best light.
Want to learn how to create the same effect with Maya? Check out Creating Product Shots in Maya.
We're going to now create a leather material for the wristband. And we'll learn about applying procedural textures along the way. Because we've got a default leather pattern that ships with the archon design material, but we want to customize it. Let's go into the Material Editor. And we just pan in the view here a little bit with the middle mouse button, get that environment material out of the way. We probably want to get back to that, so I'm not going to delete it, but we'll, just move it off so we don't see it just now. And we'll create a new archon design material, click and drag.
And, double-click it to load it into the Parameter Editor. And, we want to go ahead and rename it now. We'll call it Leather Black. And we want to choose a template over here. And you can see there's actually a leather template. And once we choose that, a lot of stuff happens, basically, a whole bunch of these parameters have changed, and additionally, some of these other nodes, these map nodes have been created, and so we can see that, I'm going to zoom out a little bit. And so that we can move all of these together, I'm actually going to turn on an option going to Options> Move children.
That means when I select this material node, then all the map nodes will move with it, so we can kind of keep that organized. All right. So, what it has done, is it has created a noise map, and fed that into the diffuse color channel. And it's created this daisy chain of maps feeding into each other, that's affecting the bump channel here. Let's go ahead and assign that leather to the object in the scene. We'll do that through the scene explorer. Tools> Save Scene Explorers. And we want to open up the hierarchy. And we want to scroll down to the bottom of the list.
There are four objects in that wristband. Wristband bottom, top, loop one and two. So I'll select all of those, and with this Material node selected, I'll click on Assign Material to Selection. And let's take a look at that now. We'll go and do a test render of it. Here's our testing render with the default leather applied, and we want to a black leather. And I don't actually want these big chips here, these big sort of, you know, areas in the bump. I want it to be more consistent like it's fine leather.
Let's go back into our Material Editor. I've got it minimized down here. Open that up. And the first thing I want to do, is just get rid of this noise map. Because I just want it to be flat black. This is actually making it different shade colors in different areas. So I'm going to delete that. And then, back over here, we want to change this up too. We don't actually need all of these. We've got several here. We've got a noise map, another noise map, and we've got a cellular map here. But actually the cellular will work fine, we can just use that. We don't actually need these noise maps.
I'll drag a rectangle around those two and press Delete, to delete them, and I want to reconnect this cellular map to the bump channel. So, move it close,r and then drag that over, connect that to the bump channel. Cool, all right, so back to our leather. Basically, what we want to do down here, is set this to Black or Near Black. You'll see it's already down very low, 0.02. I'm going to set it down to 0.01. I'll make sure saturation is zero, and then, we've got a whole bunch of attributes here, but let's just see what we get now.
Go back to our Render view, do another test render. That's a result of having changed a few parameters, and deleted those noise nodes. What we want to do is work a little bit more with that cellular texture. It's a procedural 3D texture. Which means we don't have to worry about the mapping on the surface, and that we additionally have some parameters that we can adjust, because it's not connected to any bitmap or anything. Let's go into the cellular parameters, double-click on that Cellular node, and the main thing is the size.
You can see we have very large pattern here. What I would like to do is to be able see this immediately, without having to do a render, and I can do a preview render of the material, I can. Right-click on that Material node and choose Open Preview Window, and this is what we get. However, as you can see if you look closely, this pattern is very small on that surface, and it's very large over here, and the issue is that the sample object, is very large.
And we need to change that sample object to be smaller in this preview window, so that it better corresponds to what we see in our rendering. And unfortunately, we cannot change that option from the slate material editor. We go to Options here, there's really nothing much in there. We go to Preferences, bu,t there's really no option for changing the size of the sample object. And to change that option, ironically, we have to go back to the old-school Compact Material Editor. Go up to Modes in the Slave Material Editor menu, and choose Compact Material Editor.
And we want to go to the Options here. Click on that. And what we need to change is the render sample size. I going bring that down to a very low value, so that we can see really clearly what we're doing. I'm going to set that to 0.1 centimeters, and click OK. Then go back to the Slate Material Editor. We want to update this. So I can select and right-click here, Update Preview. And now, it's rendering at the same size as this, in fact it's rendering at an even smaller size, as if we'd zoomed in on one tiny little area here, It's only like a millimeter.
All right, so now, having done that, we can play around with the size parameter, for the cellular map. If I bring that down from 0.2 to let's say 0.01. Now you can see we're getting a much smaller pattern. Okay, so that's approximately the right size that we want for this, and having done that, we can go back and do another test rendering. Okay, now that's a pretty subtle effect. And really, it almost just looks like the grain from the shadows. But we do have a bump effect that's very small, fine leather.
And it's actually looking pretty good. We can increase the bump amount, and that'll exaggerate the height of those bumps a bit. And in the next movie, we'll adjust their reflectivity parameters, to make it a lot more shiny. Let's go back to our Archon Design material. Double-click on that. And, we want to scroll down and find the bump map. It's under special purpose maps. And we have the bump amount here. I'm going to turn that up a little bit from 0.1 to 0.15, and you can see, that increased. If I turn it up to 1.0, then we'd have a really extreme effect, and that would not look good.
But, a value of 0.15, looks pretty good, and we'll do a final test render of that before moving on to, the reflectivity parameters. Now I've got a little bit more bump height, and that's going to show up better in our product rendering.
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