Join Aaron F. Ross for an in-depth discussion in this video Self-illuminated image-based lighting, part of Creating Product Shots in 3ds Max.
…The last steps to adding self-illuminated image-based lighting are…to build the material and to adjust our exposure settings.…Let's go to the Material Editor.…And we've got this bitmap left over from before.…We're not going to use that, we'll just move that off to the side.…We'll make a new Arch and Design material by dragging that into the view.…Double-click it to load it into…the parameters editor, and rename it environment.…We want to assign it to this, sphere so select this sphere.…And with the material highlighted, click on Assign Material to Selection.…
Just to be on the safe side, we can set the diffuse level down to 0.…Just in case we decide to add lighting to this scene later.…We don't want that sphere to be illuminated by scene lights.…So set the diffuse level down to 0.…And now we'll add a diffuse map so we'll have some visual feedback in the viewport…as we rotate that sphere around to change…the placement of the environment in our reflections.…Scroll down to the bottom and open up General Maps.…
AuthorAaron F. Ross
Want to learn how to create the same effect with Maya? Check out Creating Product Shots in Maya.
- 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
Skill Level Intermediate
1. Laying Out the Scene
2. Studio Lighting
Controlling Final Gather3m 57s
3. Shading Models with Materials
4. Image-Based Lighting
5. Rendering and Compositing
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