Join Aaron F. Ross for an in-depth discussion in this video Light emission from a surface, part of 3ds Max: Advanced Materials.
- [Voiceover] Emitting light from geometry is a simple matter with the physical material and ART. I've got a museum setting here that is x-referenced in from an external file. Just check in on that to show you under references, x-ref objects, x-ref room no materials is loaded in and I have assigned materials locally to these objects. Let's do a rendering with just a single overhead skylight. I've already set it up for that.
We've got a photometric rectangle light here in the ceiling. And let's go into our render setup. We're targeting active shade mode using the ART renderer. We're rendering physical camera 001 and that's locked. And we're rendering at a target quality of 32 decibels. Click render. And we'll see a result without any emission. All of the geometry visible in this shot is using a diffuse material with a roughness of 0.9 When that render reaches its target quality of 32 decibels we can make a duplicate of the rendered frame window.
Go up here and click "clone rendered frame window." Now we've got a baseline image with no emission. Close the render setup dialogue and open up the material editor. I've already got a material assigned onto the egg. We can open up the scene materials and we'll see glowing. Drag that over into the view and choose instance. And if it's not glowing yet, double-click it to load into the parameter editor.
And here it is, emission. And it's got a white color by default. Let's give it an emission value of 0.1 And immediately we can see that is glowing from within and illuminating the scene as well. Bring that up a bit more. Let's give it a value of 0.5 An emission value of 0.5 looks pretty good. I've set up the exposure control and the toning curve in advance. Also you'll notice that it's a little bit more orange than the skylight.
I'm using the default color temperature of 6500 degrees kelvin for the emission color. The skylight in the ceiling has a kelvin value of 7500, so it's going to be a little bit more blue up here. And once again that shows how the physical material makes it easy to emit light using a geometric object. And that concludes our chapter on ray-tracing techniques.
- Streamlining material editor workflow
- Managing XREFs and materials
- Laying out a scene for material testing
- Using the Physical Material
- Controlling highlights with Roughness
- Directing reflections and refractions
- Simulating translucency and scattering
- Building a shading network
- Combining and color correcting maps
- Baking maps such as ambient occlusion
- Procedural mapping with Substance
- Using relief maps: bump, normal, and displacement