Creating Product Shots in 3ds Max
Illustration by Richard Downs

Controlling bitmap coordinates


Creating Product Shots in 3ds Max

with Aaron F. Ross

Video: Controlling bitmap coordinates

We've added our environment map. Cool.
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  1. 5m 50s
    1. Welcome
      1m 1s
    2. Using the exercise files
      4m 49s
  2. 32m 32s
    1. Setting the Customize UI and Defaults Switcher
      1m 43s
    2. Choosing units and grid options
      1m 13s
    3. Importing a CAD file
      5m 12s
    4. Managing the scene hierarchy
      7m 46s
    5. Managing display layers
      3m 52s
    6. Working with Body objects
      2m 53s
    7. Modeling an environment sphere
      4m 17s
    8. Creating a camera
      2m 44s
    9. Framing the shot
      2m 52s
  3. 16m 46s
    1. Creating mental ray area spot lights
      4m 31s
    2. Creating photometric spot lights
      5m 9s
    3. Setting exposure for studio lighting
      3m 9s
    4. Controlling Final Gather
      3m 57s
  4. 1h 1m
    1. Creating Arch & Design materials
      7m 26s
    2. Creating an environment material
      6m 14s
    3. Enabling self-illumination
      5m 33s
    4. Applying procedural textures
      7m 20s
    5. Working with reflectivity
      7m 10s
    6. Creating a metal material
      4m 33s
    7. Adjusting highlights
      5m 4s
    8. Varying highlights with a bump map
      6m 43s
    9. Working with transparency
      4m 44s
    10. Adding ambient-occlusion nodes
      6m 40s
  5. 37m 46s
    1. Understanding image-based lighting
      2m 42s
    2. Creating a skylight
      2m 10s
    3. Adding a spherical environment map
      2m 51s
    4. Controlling bitmap coordinates
      4m 5s
    5. Setting exposure for image-based lighting
      7m 36s
    6. Adjusting materials
      5m 38s
    7. Modeling environment geometry
      5m 42s
    8. Self-illuminated image-based lighting
      7m 2s
  6. 50m 6s
    1. Controlling mental ray Sampling Quality
      5m 18s
    2. Rendering to the high-dynamic-range EXR format
      5m 52s
    3. Defining After Effects color settings
      4m 0s
    4. Adjusting the image
      10m 4s
    5. Setting up render elements
      7m 51s
    6. Creating ambient-occlusion materials
      6m 9s
    7. Layering specularity and reflections
      3m 47s
    8. Adding all render-element layers
      7m 5s
  7. 49s
    1. Goodbye

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Watch the Online Video Course Creating Product Shots in 3ds Max
3h 25m Intermediate May 15, 2014

Viewers: in countries Watching now:

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.

Topics include:
  • Importing solid models as 3ds Max body objects
  • Working with the scene layout, hierarchy, and display layers
  • Building Arch & Design materials
  • Creating area and photometric lights
  • Setting exposure control
  • Optimizing indirect illumination with Final Gather
  • Image-based lighting with high dynamic range files
  • Lighting with self-illuminated geometry
  • Rendering to high dynamic range
  • Saving render passes with Render Elements
  • Adding ambient occlusion
  • Layering and color correction in After Effects
3D + Animation CAD
3ds Max
Aaron F. Ross

Controlling bitmap coordinates

We've added our environment map. It would really help if we could see it in our viewport, so let's enable it for the camera view and the perspective view. With the camera view active, go to the Views menu and choose Viewport Background > Environment Background. Now we can actually see that image in the background. Same with the perspective view. Select it. Views > Viewport Background > Environment Background. And now if you tumble or orbit around, you can actually see the environment at an infinite distance away from your scene.

And so that you can see more of it, you might want to zoom out a little bit with the field of view tool here in the perspective view. So click on Field of view, down in the lower right hand corner, and drag downward, and you'll be zooming out. That way you can just see more of that environment. And now if you orbit or tumble around, you can get a good idea of how that environment is going to affect your rendering. Cool. Now, we want to adjust the placement on this invisible sphere. And to do that, we have to go into the bitmap parameters.

We'll go back into Rendering > Environment. We'll also want to open up the Material Editor. And we'll want to drag the environment map into the Material Editor. Let's just give ourselves a little bit of room to work with. I'm going to close the Material Map browser and then use the middle mouse button just to move these other nodes off the screen. Okay, and drag the environment map from the Environment and Effects dialog into the Material Editor. And we're prompted, do you want an instance or a copy. We want instance, so that if we make changes here, it will actually affect our scene.

Okay, we can close Environment and Effects. Go back to the select tool. We don't want to have that field of view tool still active. And double-click on the bitmap, and we've got its parameters available now. So let's see what happens when we start adjusting these. First of all, you will see that the size is set in centimeters here, even though this is an environment. And we want to actually change this to ordinary tiling values. And to do that, we'll switch it into texture mode for just a moment. And turn off real world scale. And then turn it back to environment mode.

And we want a tiling in U of 2. Because in this case the image that we're working with is only a hemisphere, and not an entire full sphere. So, we'll need to have that tiling set to 2. And if we tumble around or orbit with Alt+middle mouse, we can see that now it's not stretching. We're just getting two copies of that environment. One facing the front of the scene and one facing the back. Alright, so we're in a good place now. We can also adjust the offset values here, and that will control how it will move left to right.

So if we want to focus this a little bit better so that the sun is shining directly onto the surface here, we can give this an offset of, let's give it negative 0.18. Now, obviously, I know what value to put in here, because I've already tested this scene. In your own scenes, you're going to have to adjust that value, do a rendering, adjust it again, do another rendering, until you get it the way you want it. And then there's one last thing we would like to do here, actually, which is to give it a little bit of blur. Just a tiny bit of blur, under Blur offset here.

Because if we don't, then the reflections are going to be really sharp and kind of obvious. We'll give this a blur offset of 0.01, which is a very, very low value, but you can see that it changed in the viewport here. If we set it to a value of 1, it's going to blur it out completely. If we give it a value of 0.1, it's going to be really super blurry. The value of 0.01 is just a little bit of softness, and that's just about right. Cool, so we've got our environment set up. And next we'll look at rendering this and adjusting the exposure.

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