Learn how to illuminate a scene with the environment map.
- [Instructor] Arnold fully supports the 3ds Max Scene Environment. So you can just drop a map into the ordinary Environment slot and it will provide global illumination and a background in Arnold. Lets see how easy that is. Lets go into the Rendering menu to Environment. In the Environment tab, click on the Environment Map button that's labeled "None". Double-click on Bitmap in the Material Map Browser.
You're taken to your current project Scene Assets Images. Select "env sky". And that's a ".exr" file. Click "Open". And in the open EXR configuration, click "OK". Now we've got our environment applied. Lets do an ActiveShade Rendering. Click on ActiveShade on the main toolbar. Once that render initiates, we can see that it's very dark, so lets fix that issue.
Open up the Material Editor. And from the Environment and Effects dialogue, drag the Environment Map over into the Material Editor view and choose "Instance". We can close the Environment and Effects dialogue now. Double-click the Bitmap node to load its parameters. Lets rename it immediately. We'll call it "env map". In the map parameters, lets go down to the bottom and open the Output rollout and set the Output amount...
Drag that upward. We'll see the ActiveShade exposure improve. Set that Output amount to 30 and press Enter. Now we've got what seems like an overexposed shot. But that's because we're pointing the Environment in the wrong direction, actually. We don't see the reflection of the sun here like we want to. And that's just due to a quirk in 3ds Max. Scroll back up to the top of the parameters and in the Coordinates rollout, we need to flip the image left to right.
So set the 'U' Tiling value to negative one. And now our image is oriented correctly and we got about the right exposure with an Output amount of 30. That's how to apply an Environment Map to the scene and render global illumination in Arnold.
- Arnold rendering concepts
- Arnold lights such as quad, spot, and distant
- Modifying Arnold object properties
- Filtering light with the gobo filter modifier
- Image-based lighting with Skydome
- Daylight simulation with Physical Sky
- Arnold Standard Surface material parameters
- Diffuse, opacity, and bump mapping
- Rendering refractions with Transmission
- Building an Arnold shading network
- Test rendering with utility map
- Mesh subdivision and displacement at render time
- Atmospheric perspective with scene environment fog
- Rendering a spherical environment with VR Camera