Post on 08-Oct-2020
Design Computing
06. 3ds Max Lights, Camera & Geometric Modeling
10/7/2015CAD & Graphics II | HOM2027 | Fall 2014 | Every Wednesday 2:00 pm – 5:50 pm
Jin Kook Lee, PhD. 02-2220-2645 | designit@hanyang.ac.kr
Assistant Professor, Space & Design IT Lab.Department of Interior Architecture Design, Hanyang University
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What to do today
1. Lecture: 3d Graphics & 3ds Max Design – Lights, Camera for rendering, and Geometric Modeling
2. Lab exercise 01: Camera views & Photometric lights
At least three render scenes using different cameras 3 JPG files
3. Lab exercise 02: Basic render environment for MR
Installing three lights, camera, and a Texture Image Mapping, then render a scene 1 JPG file
4. Lab exercise 03: Modeling a cup, vase, etc.
max file & render a scene using “Environment_MentalRay.max” 3 .max files & 3 JPG files
5. Lab exercise 04: Modeling a simple table
max file & render a scene using “Environment_MentalRay.max” 1 .max file & 1 JPG file
6. Lab exercise 05: MR Rendering of your models in a photo-realistic render 1 JPG file
7. Lab exercise 06: Modeling a spoon using Editable Poly (next week)
8. Requirements: All lab exercises outcome files should be submitted in “Shared Folder”
Appropriate images in JPG format. Try to get your best render shots!
Lights in 3ds Max & MR
- Photometric Light (or similar):
Ray-traced lights for rendering scenes photo-realistic and professional
Photometric Light
On and off the light
On and off Shadows – Enable to exclude user selected objects
Light Distribution type: Photometric Web, Spotlight…
Select color presets and filter color
Intensity in cd (candela) Brightness control
Emit light from point, line, cylinder…
simply control blurred shadow
Interior environment (wall surfaces, etc) must be flipped (Flip)
for applying lights (otherwise, always dark inside)
MR Sky Portal & MR Light
Photometric Light for MR (Vray Light for Vray)
Target Light
Free Light: Point, Rectangle, Sphere, Disc…
Mr Sky Portal: Bring the sun!
Photometric Light
Photometric light – Emit light from Point
HID Mercury color, 50cd, Emit from Point
Photometric light – Emit light from DiscTake a look at shadow casting, compare to emit light from point
HID Mercury color, 50cd, Emit from Disc
Photometric light – Emit light from Line
HID Mercury color, 50cd, Emit from Line
Photometric light – Emit light from CylinderTake a look at shadow casting, compare to emit light from line
HID Mercury color, 50cd, Emit from Cylinder
Photometric light – Spotlight
Photometric light – Spotlight & IES light
Camera in 3ds Max
- Focal Distance & FOV (카메라 렌즈의 초점거리 와 화각)
- Multi-Pass Effect: Depth (카메라 렌즈의 심도)
Focal Distance – All about the lenses
Lens: Focal Distance in millimeter
FOV:
Field of View: Angle degree
50mm
85mm
Wide
Tele
Sensor (Eye, retina)
Sensor (Eye, retina)
Field of view angle
Focal Distance
Effectively use Wide Lens!
For architectural photo-realistic scenes,
Especially for interiors,
use (ultra) wide lenses and pick the best views
15mm 24mm 35mm 85mm 200mm
Wide Lens Telescope Lens
Pros: Good to view all & professionalCons: Distorted
Pros: Zooming inCons: Narrow view
…
200mm (Telescope Lens)
85mm
50mm
35mm
24mm (close to human eyesight)
15mm (Ultra Wide Lens)
50mm Lens vs. 15mm Lens (Non-wide Lens vs. Wide Lens)
Effective on creating: Space perception / Impression of space Avoid too much distorted or exaggerated
Effective on creating: Undistorted realistic graphic (Need to paralleled / orthogonal lines)
Picture Examples by Ultra-wide Lens & Tele
Wide Lens – My workspace at Autodesk San Francisco Office, Oct 2012 by JK Lee
Wide Lens – Georgia Tech College of Architecture, Apr 2006 by JK Lee
Wide Lens – Atlanta Midtown view from Georgia Tech, May 2006 by JK Lee
Wide Lens – Chicago night view at John Hancock, Dec 2005 by JK Lee
Telescope Lens – Moon at Scottsdale, Arizona, Apr 2008 by JK Lee
Depth of Field
Make your scenes photo-realistic and professional!
Camera tips: Depth of Field
Multi-Pass Effect
Enabled Depth of Field very slow but good effect
Just render without Multi-Pass, and edit in “great” Photoshop
Also effective, but amount of reduced time
Must selectDepth of Field (Mental Ray)
Lower f-Stopfor shallow depthShallow Depth
Deep Depth
Photo Example: Design by Zaha Hadid Architects, Autodesk SF Office
Focus zone & depth Out-focused
Focus zone & depthOut-focused
Without Depth of Field effect
Rendering elapsed time: few seconds
Focus zone (deep depth)
Depth of Field effect: to the second column
Rendering elapsed time: a couple of minutes
Focus zone (shallow depth)
Depth of Field effect: to the fifth column (red one)
Rendering elapsed time: a couple of minutes
Focus zone (shallow depth)
Depth of Field effect: Use Photoshop!
In Photoshop: elapsed time: around one minute
1) Properly select area 2) Feather 3) Gaussian Blur
Focus zone (shallow depth, generated by Photoshop)
Rendering Example using MR
Review: 3d Geometric Modeling
Geometry for making 3d objects
Modeling 3d object:
Creating an object (hard to do, except making primitives)
And Modify it (very hard to do – modify geometry’s subcomponents)
3d modification, by editing 2d geometry
Creating 3d objects
0 Making Primitives
A legendary Utah Teapot, developed by Martin Newell
How to create a new 3d object?
- Create primitives- Extrusion- Sweeping (lathing, loft..)- etc.
And then, modify them again and again
Modeling starts from primitive geometry
Standard Primitives
Extended Primitives
Modifier
Modeling tools in 3ds MAX
3ds Max primitives + 3 Photometric Lights + Autodesk Material + Mental Ray
Render image, all done just in 5 minutes
Creating 3d objects
1 Extrusion: extruding a polygon Push/pull tool in SketchUP
Creating 3d objects
2 Lathing: revolving a surface
Creating 3d objects
3 Sweeping: sweep a section profile onto a polygon path
Creating 3d objects
4 Others: Skinning, Boolean operation (CSG)…
& More: Import CAD file and make a building
Import AutoCAD floor plan file
- Check Units
- Choose Layer
More Example: Parametrically defined Geometry: “AEC Extended” in 3ds Max
More Example: Parametrically defined Geometry: “AEC Extended” in 3ds Max
More Example: Parametrically defined Geometry: “AEC Extended” in 3ds Max
3d Geometric Modeling & Modifying
Geometric editing in 3ds Max
For a specific geometric shape, there are various different ways
In general, convert it into Editable Poly for editing sub geometric components such as vertex, edge,
polygon, and use several useful Modifiers
From Primitive:
- Box, cylinder, sphere, etc.
- Modify it, especially using Editable Poly
- Editing vertex, edge, polygon
- Use NURMS editing option for smoothed surfaces (Turbo smooth, Mesh smooth..)
From 2d drawing
- Poly Lines
- Extrude, Sweeping (Loft in Max), Revolving (Lathe in Max), Morph…
- A lot of geometric editing tools
Import specific objects (SketchUP, 3ds, FBX, max etc) and modifying them for the purpose
Editing Geometry
Editing “Vertex”
Corner/Smooth/Bezier
Weld
Fillet…
Editing “Edge”
Boolean, mirror…
Chamfer, Bridge, Connect
Editing “Polygon”
Extrude, Bevel
Inset
Flip
Hinge from Edge
Extrude along Spline
Modifiers
Edit Poly
(different from “Convert into Editable
Poly”)
Use NURMS Subdivision
(after converted into Editable Poly)
FFD (Free Form Deformation)
MeshSmooth, TurboSmooth
…
From 2d geometry to 3d model: Extrude
2d drawing Extrude
2d text Extrude
From 2d geometry to 3d model: Loft
2d text Extrude
From 2d geometry to 3d model: Lathe
2d drawing 2d modifying Lathe (revolving) to 3d
From 2d/3d geometry to 2d/3d model
A box minus smaller box
- A minus B, B minus A
- Union
- Intersection
- Cut (two separated objects)
Boolean operation is working on both 2d & 2d geometry
and 3d & 3d geometry
Edit Poly or Editable Poly
A box minus smaller box
- A minus B, B minus A
- Union
- Intersection
- Cut (two separated objects)
Boolean operation is working on both 2d & 2d geometry
and 3d & 3d geometry
Careful & time-consuming control of
Vertices, Edges, & Polygons
Edit Poly – From a Primitive (box) to an Object (spoon) using Edit Poly
Edit Poly – From a Primitive (box) to an Object (spoon) using Edit Poly
A box with
enough segments
Rounded object, by moving Vertices,
rescaling vertices, etc.
Extruded handle by polygons,
bended shape, etc.
Learning 3ds Max Design + Mechanism,
NOT just interfaces of 3ds Max Design
What to do in 3ds MAX (& other general 3d tools)
1 (Geometric) Modeling: Create objects
2 Rendering: Visualize scenes
1 Assign materials
2 Add lights
3 Setup cameras
4 Rendering options & render scenes
1 Create 2d geometry and 3d objects
2 Import pre-defined 2d/3d objects
3 Manage objects: object modification
3 Animation: Animate scenes
Modeling Difficult and time-consuming
Rendering Many things to take care of
Animating Many renders. Hardware dependent
3ds MAX use scenario in interior architecture design
Define UoD
Retouching in 2d Graphics Tools
(Geometric) Modeling
Material mapping
Rendering
Lights CameraRendering
scenes
Modeling universe (environment) Modeling design elements
2d sketch 3d modeling
Import Modification…
Planes Walls
Sky, outside view Modification…
What’s in your mind? - Roughly sketch it freehand if needed - Plan hierarchy diagram and objects
Photoshop (or others) supports lots of complicated effects- Modify: Level, Color balance, Sharpness, Gaussian blur, etc.- Add: Remapping, Compose, Texts, etc.
3ds MAX use scenario in interior architecture design Before modeling & rendering – Defining UoD first!
Roughly design your universe
This UoD is not reflecting real world – totally visualization purposed “fake” surfaces
3d Geometric Modeling is very hard and tedious
Reuse pre-defined object models
Use pasted bitmap images for drawing section profiles
Model in 3ds MAX, not in AutoCAD (when AutoCAD plan is ready, then use it)
Make all edges smooth – e.g. NURMS, Bevel…
Rendering basics
Use high-quality bitmap images for mapping (doesn’t mean only high-resolution)
(Take pictures whenever you find good interior design material, and Photoshop)
Three lightings and one camera for furniture, lots of lightings for interior design
Use Mental Ray (or other ray tracing: e.g. V-Ray etc.) for global reflection
Less is more – Retouch in Photoshop or others, don’t try too much in 3ds MAX.
Don’t forget your final result is just a mere 2d image!
Use hotkeys! – Useful 3ds MAX hotkeys (basic keys)
Viewing
Alt + W : Maximize the viewport, and back
G : Show/hide grids
F3 : Toggle between wireframe view and Shading
F4 : View edge face wireframe, available in shading view
C : View camera, P : View perspective, T : top view, L : left view, F : front view, B : bottom view…
Ctrl + X : Toggle expert mode
Shit + Z, Shift Y : Undo, Redo viewport operation
+, - : Increase, decrease Gizmo size
Object Handling
Q : Click Selection tool
W : Click Move tool
E : Click Rotate tool
R : Click Scale tool
H : Select by name
Ctrl A : select all, Ctrl D : deselect all,
Space bar : selection lock toggle (keep selecting current ones only if turned on)
Utility
M : Material editor
F10 : Render setup
Shift + Q : Rendering
& more hot keys!
Setup your own customized keys
Lab Exercises 01:
3ds Max Camera views
Lab Exercise 01
Render three “Room Interior” scenes in 3ds Max using MR, with 3 cameras
Open “Room Interior No Camera.max” file
- Place three cameras & Install/adjust photometric lights
- Adjust camera options: FOV, focal distance, view angle…
- Add some objects in the room, Change some materials…
- Render scenes: Looking photo-realistic and bright room interior
Render your final scenes Store under your named folder
Camera
Lab Exercise 02: 3ds Max basic render environment
- Basic render environment file for Mental Ray- Basic render environment file for Vray
Use them for your “precision” modeling & quick rendering preview
Lab Exercise 02
Environment_MentalRay_Empty.max Environment_MentalRay.max
1. Assign “map.gif” image on the floor, using Material Editor
2. Install three lights and a camera
3. Render the scene We will reuse this file later
Environment_MentalRay.max
1,000mm
1,000mm
Lab Exercises 03:
Modeling a cup, vase, etc.
Lab Exercise 03
Model a “Cup”, “Vase”, etc.
Open a new max file
- Create a plane: 1m by 1m and 5 segments each Real Scale!
- Model a cup/vase using “Splines” and “Lathe”
- Model a cup/vase using “Boolean Operation”
- Modify a cup/vase using “Edit Poly”
- …
- Refer to tutorial videos
Capture your model screenshot Save the image under your named folder
Store *.max file under your named folder
1. Geometric modeling: a cup, a torus knot and a plane
2. MR Rendering: three photometric lighting + glass material and others
A Quick Modeling & MR Rendering
Lab Exercises 04:
Modeling a table – your simple design table
Lab Exercise 03
Model a “Table”, for your room
Open a new max file
- Create a plane: 5m by 5m and 25 segments each Real Scale!
- Model a table using various geometric modeling methods
- Modify your table using Editable Poly
- …
- Refer to tutorial videos
Capture your model screenshot Save the image under your named folder
Store *.max file under your named folder
Model your table like these!
Lab Exercises 05:
MR Rendering of your models in a photo-realistic render
e.g. your cup & vases on top of your design tables
Try to make the best render scene
Render your objects like these
Lab Exercises 06: Editable Poly basics (demo)
Modeling a spoon
Lab Exercise 06
Model a “Spoon”, “Cup”, etc. curved surface shapes using Editable Poly
Open a new max file
- Create a plane
- Create a box
- Change into Editable Poly
- Edit its geometry using Editable Poly’s Vertex, Edge, Polygon
- Model other small objects using Editable Poly, refer to tutorial videos
Store *.max file under your named folder
Next Class
Geometric Modeling & Modification Technique in 3ds Max
3ds Max Design + Mental Ray