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In this course, Aaron F. Ross covers all the features you'll need to start creating advanced 3D models and animation with 3ds Max 2015. Learn the most suitable techniques for modeling different types of objects, from splines and NURBS to polygonal and subdivision surface modeling. Then learn how to design 3D motion graphics, set up cameras, animate with keyframes, and assign constraints. Aaron also provides an overview of lighting scenes within a simple studio setup, and construction of materials with the Slate Material Editor. Finally, learn about your hardware and software rendering options, and make your projects more realistic with motion blur, indirect illumination, and depth of field.
In CG lighting, we have certain advantages over a real life studio. For example, we can make it so that lights only shine on certain objects, that can be very handy. For example we have these rim lights here. The purpose of the rim light is generally to accentuate the edges of the figure, to make it stand out from the background. But we don't want the rim light to actually shine on the set. That's going to create too much illumination. It's going to reduce the contrast and make things look flatter.
So in a real life studio, that's a challenge. We need to use some special equipment to make sure that we focus the light only in certain areas. In CG it's really easy, all we have to do is just exclude the light from certain objects. This will be a dramatic example. I'm going to increase the intensity of these, rim lights here. So I'm going to select that back rim light. Set its multiplier value up to, let's say, 0.8. And you can see here getting a strong rim on that figure and we're also getting a lot of splash here.
It's starting to over expose. Likewise over here, this other rim light, i'll set its multiplier up to 0.8. And we're getting a nice, sort of halo on the figure, but everything else is getting washed out. All we have to do is click on the exclude button here. But before we do, let's go ahead and render this, so we have something to compare it with. So here it is with the rim lights increased in intensity but not excluded. I'll go ahead and clone that off so I can compare it, then minimize, select a light, and go to the exclude button, and we want to exclude everything except the character.
That's going to be the box primitive. All these hydra primitives. And hold down Ctrl and select those, and the ground plane as well. Then click this arrow pointing to the right, and those will get sent over to this column and anything in this column is going to be excluded. That light's not going to shine on those objects. And you can see here that it's defaulted to exclude from both illumination and shadow casting. This light has shadows disabled currently, but if it were casting shadows then with these current settings, these objects would not cast shadows.
Alright, click OK and we won't see any change in the view port unfortunately. But we'll go ahead and change up the other lights, select that other rim light. Click exclude, and once again send the box those four hedra, and the plane over into the other column and click okay. Alright, so here's our last rendering and I've got a copy of that as well. Set this up, side by side and click render with the exclusion. So on the left, we have the rim light only shining on the figure and not anything else.
You can see this is not blasting out here. We're not getting any hot spots on these set pieces here. And then, this is without the exclusion. The rim light on the figure looks great, but, everything else is overexposed and blasted out. Now, that's a bit too intense in terms of the rim light. I wouldn't actually use that high of a value. This was really just for illustration purposes. So we could see a really clear example. In fact, I would probably bring this multiplier down a bit maybe 0.05 for each of those.
So we'd still have a nice rim effect, but not quite so strong. All right, render that. There we go. So we're getting a pretty nice rim on the figure there. And maybe getting close on that so we can see it more clearly. Cool, so we're getting the rim light on the character and nothing else. It does look like this is a little bit overexposed here too. So I probably want to play with that some more. But, that's the principle behind exclusion and that's really a good introduction to standard lighting in 3DS Max. And that concludes our chapter.
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