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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.
As I mentioned previously, these are 3ds Max body objects. And a body object is a procedural model. It's not like a standard polygon mesh. It's more akin to a NURBS object, but it's even more advanced than NURBS because it's actually a solid model. But just like with Nerbs, you can choose the level of detail at render time, and you can choose the level of detail separately for the viewports. Let's take a look at that. If we dolly forward a bit with the mouse wheel, we'll see that in the viewport we've got, you know, some blocky geometry.
Can actually see that there are some hard edges here and there. All right, but if we actually do a rendering of this, it'll look a lot smoother. Let's go into our Render Setup Dialogue. And I want to knock the resolution down a little bit for the lesson. Let's set the resolution down to 360 pixels wide. Press the Tab key. 360 pixels tall. And also, let's turn off the Global Illumination feature called Final Gather. And we'll click Render. And you can see that it looks a lot smoother in the rendering than it does in the viewport.
So, it's kind of blocky in the viewport. But it's nice and smooth here in the rendering. We can control that if we need to. Let's select one of these objects. We can do that through the Scene Explorer because the objects are currently frozen. Go to Tools > Saved Scene Explorers > Scene Explorer 1. Open up the hierarchy, and I'll just go down and select the watch body, and go over to the Modify panel. And what you'll see here is the body object type, and you'll see rendering approximation.
And this is the quality setting for the rendering. And we have some pre-sets here. It's just set to production by default and we can actually just leave it at that. It's totally fine. If we needed to we could go in and adjust these parameters to change the output resolution of that tesselated mesh. And you could look in a 3ds Max documentation if you really wanted to go down to the. The details of this but, in most cases, just setting it to production will be fine. Down a little bit further, there's a section that says Viewport Display Settings.
And this is one that you might need to change if your system is lagging. If you're not getting very fast interactivity, you can go ahead and set that to coarse, for example, and you'll set it to a low level of detail here. In the viewport. Set it back to medium. All right, now we can do a lot with body objects, but we really don't need to, but if necessary we could go in here and actually make a lot of changes. But in this case the model is done for us and so we don't need to worry about any of that. But we do need to know how to control the level of detail for the renderer and the viewport.
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