Environment Lighting 3DSMax

84
Sunny Afternoon - Twilight - Moonlight - Electrical - Candlelight - Underwater

Transcript of Environment Lighting 3DSMax

Page 1: Environment Lighting 3DSMax

Sunny Afternoon - Twilight - Moonlight - Electrical - Candlelight - Underwater

Page 2: Environment Lighting 3DSMax

3D environment

‘3D Environment Lighting’ is a 6-part tutorial

series. Over the course of the six chapters, this

series will be detailing techniques on lighting

an environment under a number of different

conditions. Each chapter we will cover a

step-by-step guide to setting up lights, aimed

at portraying the scene in a specific manner.

The various chapters will be tailored to specific

software packages and each will aim to show

a comprehensive and effective way of lighting

an interior of a ship that includes both natural

and artificial light. These will include a sunny

afternoon, sunset, moonlight, electric light,

candle light, and finally a submerged submarine

light. The schedule is as follows:

Chapter 01

Natural Exterior Lighting Sunny Afternoon

Chapter 02

Natural Exterior Lighting

Twilight

Chapter 03

Natural Exterior Lighting Moonlight

Chapter 04

Artificial Interior Lighting Electrical

Chapter 05

Artificial Interior Lighting

Candlelight

Chapter 06

Artificial Interior Lighting Underwater

lighting

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Chapter 01 Natural Exterior Lighting Sunny Afternoon

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Chapter 01 Sunny AfternoonChapter 01 Sunny Afternoon

Fig 01

Fig 02

Fig 03

Welcome to the first part of this new set of

tutorials. This chapter, we’ll take a look at how

to set up “sunny afternoon” lighting for our 3D

environment. Before we start, I suggest we find

some good reference material for our project.

In Google, simply Search Images for “sunny

afternoon” to discover some pictures which will

give you an idea as to how light behaves at this

time of the day. Even better, why not just go

outside and examine how the light is behaving

in the real world? ...

1. Let’s start by taking a look at our scene.

Open the Ship Cabin_Part1_Starting.max

scene (download can be found at the end of

this tutorial; click on the Free Resources logo)

(Fig01).

2. Examining the 3D scene, we can see that

there are three main light sources (Fig02); the

large opening in the ceiling, the small circular

window, and the rectangular window on the

back wall. We won’t consider the artificial lights

in the scene for this part, as this will be covered

in following parts of the tutorial.

3. We will use the Mental Ray renderer for our

scene, so let’s start by activating it before we

get to work on the lighting in our scene. Open

the Rendering panel (use the F10 short-cut

key), scroll down into the Common tab, and click

on the button with the three dots in the Assign

Renderer roll-out menu. A browser window will

open; select Mental Ray Renderer and click the

OK button (Fig03).

Natural Exterior LightingSunny Afternoon

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Fig 04

Fig 05

Fig 06

4. Since we’ll be doing a lot of rendering tests

in this project, we can’t wait too long for each

render. We therefore need faster feedback to

make any adjustments and changes. So let’s

set the rendering size to 320 x 240 - this way it

will render faster. We’ll increase the resolution

only for the final renders. Open the Rendering

panel again and set the Output Size to 320 x

240 (Fig04).

5. If we render the scene now, we’ll see just the

default lighting since there are currently no lights

in the scene (Fig05).

6. Create a Target Direct light and position it as

shown in Fig06.

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Chapter 01 Sunny AfternoonChapter 01 Sunny Afternoon

7. Enable Shadows and set its type to Ray

Traced Shadows. Set the light Multiplier to 2

and change the colour to something like R=255,

G=246, B=218. You will also need to copy the

parameters for Hotspot and Falloff from those

detailed in Fig07.

8. Render the scene again (Fig08). Now we

can see our main light source (the Sun) coming

from above and casting shadows into the ship’s

cabin. The scene is almost totally black, so we

need to create at least one other light source

coming in from the two windows on the back

wall.

9. Create an Omni light and position it as

shown in Fig09, right between the two windows.

Make sure that the light is inside the cabin, as

we need it to light that area slightly. Set the

Multiplier to a low value, like 0.15, and its colour

to R=255, G=242, R=208. Make it cast Ray

Traced shadows and enable the Use and Show

options for the Far Attenuation. Also, set the

Start to 1,92 and the End to 9,44.

Fig 07

Fig 08

Fig 09

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10. Render the scene again (Fig10). Now there

is much more light, especially at the back of

the cabin, but the scene is still way too dark.

We need some bounces of light over the entire

scene.

11. Create a sphere that surrounds the whole

scene (Fig11).

12. Make the sphere an Editable Poly object,

and then select the lower half’s polygons and

delete them (Fig.12).

Fig 10

Fig 11

Fig 12

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Chapter 01 Sunny AfternoonChapter 01 Sunny Afternoon

13. Select all of the polygons (Ctrl + A) and flip

them using the Flip command in the Command

Panel (Fig13). We’ll assign a self-illuminated

material to the sphere, so we need its polygon

to point inwards.

14. Open the Material Editor and create a new

Standard material. Name it “Dome” and change

its Diffuse colour to something like R=255,

G=245, B=203 (Fig14). Also, set its Self-

Illumination value to 100 (Fig14).

15. Open the Rendering panel and switch to

the Indirect Illumination tab and enable Final

Gather. Set the Preset to Draft and render the

scene. This time the render will take a little

longer, since we enabled the Final Gather

feature of Mental Ray. This option takes care

of the secondary bounces of light, or indirect

illumination. We have some more bounces of

light in the scene, but it’s still too dark (Fig15).

Fig 13

Fig 14

Fig 15

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Chapter 01 Sunny Afternoon Sunny Afternoon Chapter 01

16. Set the Final Gather Multiplier to 3 and

render again. Now we have some more light,

but we need to tweak the FG parameters a little

(Fig16).

17. Set the Diffuse Bounces to 10 and render

again. Now there’s a fair amount of light in the

cabin, and we start to see objects that were

much too dark before, like the seat on the left

(Fig17).

18. Set the Diffuse Bounces to 20 and increase

the Direct Target light’s Multiplier to 4. Render

the scene again (Fig18).

Fig 16

Fig 17

Fig 18

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Chapter 01 Sunny AfternoonChapter 01 Sunny Afternoon

19. Since we increased the light’s Multiplier,

it is now “over-burning” the areas where it

directly hits the surfaces. So let’s change the

light’s colour to something warmer and more

saturated, like R=255, G=231, B=159. Also,

make sure that H=32, S=96, and V=255. Render

the scene again. Now it looks better (Fig19).

20. To add another little bit of light, we can

add some value to the Ambient light. Open the

Rendering/Environment tab and set the Ambient

value to a very dark colour, as shown in Fig20.

The brighter this value, the more over-exposed

the rendering will be, so do not exaggerate the

effect.

21. Now we can start making some test renders

with a higher resolution. Set it back to 640 x 480

and render the scene (Fig20).

Fig 19

Fig 20

Fig 21

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Chapter 01 Sunny Afternoon Sunny Afternoon Chapter 01

22. Since we are getting close to our final

render, we now need to increase the level of

detail and quality. Let’s start from the Anti-

Aliasing filter. Open the Rendering panel and

go to the Renderer tab. Set the Filter to Mitchell

and the Min/Max to 16/64. Also, lower the

Threshold values as shown in Fig.22. This time

it will take a little longer to render the scene, but

you will see a lot of details that were lacking in

previous renders.

23. Now let’s raise the quality of the Final

Gather. Set the Preset to High and render again.

It will take even longer to render than before, but

the final image will be much better in terms of its

quality and detail (Fig23).

24. Now that we have a pretty good lighting

setup for our scene, we can start to tweak the

final render with 2D software, like Photoshop.

Open the rendered image in Photoshop,

duplicate the original layer and Desaturate it, as

shown in Fig24.

Fig 22

Fig 23

Fig 24

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Chapter 01 Sunny AfternoonChapter 01 Sunny Afternoon

25. Adjust the Levels until you get something

similar to Fig25. We just need to extract the

areas of the image with more light.

26. Change the Blending mode for the top layer

to Screen and apply a fair amount of Gaussian

Blur (Fig26).

27. Set the top layer’s opacity to a lower value,

and change the Hue & Saturation to something

warmer (Fig27).

Fig 25

Fig 26

Fig 27

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Chapter 01 Sunny Afternoon Sunny Afternoon Chapter 01

28. Go back to 3DS Max now and reset the

Renderer to the Default Scanline. Create a new

Standard material in the Material Editor and

set its Diffuse colour to pure black. Assign this

material to every object in the scene. Select the

main Spot light, go to the Environment menu

and add a Volume effect. Pick the Spot light and

render the scene. You should get something

similar to Fig28.

29. Import this new render into Photoshop and

put it right between the top and bottom layer.

Also, set its Blending mode to Soft Light and its

Opacity to 69 (Fig29).

30. If you want, you can improve the exposure

of the picture with the Exposure tool in

Photoshop.

Fig 28

Fig 29

Fig 30

Page 14: Environment Lighting 3DSMax

3D Environment Lighting Chapter 01Natural Exterior Lighting Sunny Afternoon

Originally designed and modelled by:

Richard Tilbury

Tutorial by:

Luciano IurinoFor more from this artist visit:

www.pmstudios.it

Or contact them:

[email protected]

Page 16: Environment Lighting 3DSMax

Chapter 02 Twilight

Chapter 02 Natural Exterior Lighting Twilight

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Chapter 02 Twilight Twilight Chapter 02

Fig 01

Fig 02

Fig 03

Natural Exterior LightingTwilight

1. This chapter, we’ll set up our lighting scene

to make it resemble a moody sunset. As usual,

we’ll use Mental Ray renderer to accomplish this

task. Open the Ship Cabin_Sunset_Start.max

scene included with this tutorial (download can

be found at the end of this tutorial; click on the

Free Resources logo) (Fig01)

2. First of all, let’s assign Mental Ray as our

renderer. Open the Rendering panel (you

can use the F10 shortcut key), switch to the

Common tab and go to the Assign Renderer

rollout (Fig02). Click on the button with the three

dots and select mental ray Renderer from the

list. Click OK to close the browser window.

3. Select the Walls and Ceiling objects and

hide everything else. This will help us achieve

a better visualisation whilst we create the lights

that we need for the scene (Fig03).

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Chapter 02 TwilightChapter 02 Twilight

Fig 04

Fig 05

Fig 06

4. Create a simple Omni light and position it

as shown in Fig04, just above the opening in

the ceiling. This Omni light will simulate light

entering from the ceiling. It is not our key light,

so its intensity will be quite low.

5. Select the Omni light and change its

parameters, as shown in Fig05. Activate the

Shadows option, and set it to Ray Traced

Shadows. Set the Multiplier to something like

0,5 and it’s colour to R=254 G=190 B=146. Also,

enable the Use and Show options for the Far

Attenuation, and set them respectively to 0,0m

and 3,213m.

6. Now create another Omni light. This time,

it has to be a mental ray Area Omni, since we

need soft area shadows for our sunset. Position

this new light as shown in Fig06, on the back

wall area close to the windows. This Omni light

will be our main light, since it will simulate the

sun. Its intensity will be greater than the other

light, and together with the shadows it will give

our scene the mood we desire.

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Chapter 02 Twilight Twilight Chapter 02

7. Select the mental ray Area Omni light and

change its parameters, as shown in Fig07.

Enable the Shadows and set them to Ray

Traced. Set the Multiplier to 1,2 and its colour to

R=255 G=199 B=150 (Fig07).

8. Open the Area Light Parameters rollout. Make

sure that On is checked and set the Type to

Sphere. Change the Radius value to something

like 0,54m and the Samples to U=10 V=10

(Fig08).

9. Before we start rendering the scene, we

need to change another small thing. Open the

Environment panel (use the <8> shortcut key)

and change the Background Colour to R=247

B=176 G=98 (Fig09).

Fig 07

Fig 08

Fig 09

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Chapter 02 TwilightChapter 02 Twilight

10. Now we can do a quick test render (Fig10).

As you can see, the two lights are not enough

to create our moody sunset lighting. We need

some light bounces all over the scene to

improve the general quality of the lighting...

11. Open the Rendering panel once again and

switch to the Indirect Illumination tab. Enable

Final Gather and set the Preset to Draft (we

don’t need high quality at the moment, it’s just

for testing). Set the Multiplier to 1 and its colour

to R=1,0 G=0,71 B=0,494. Also, set the Diffuse

Bounces value to 20 (Fig11).

12. Render the scene again. This time it will take

longer, which is because of the Final Gather

calculation that mental ray needs in order to

create the bounces of light (Fig12).

Fig 10

Fig 11

Fig 12

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Chapter 02 Twilight Twilight Chapter 02

13. Now we have a nice lighting situation, with

a key-light, a fill-light and some light bounces.

We can now set up our final render with higher

values. Open the Rendering panel and set

the Preset to High. Change the Rays per FG

Point value to 350 (the default for ‘High’ is 500,

but we don’t need such a high value; you can

always try other values if you wish). Switch to

the Renderer tab and set the Minimum and

Maximum values for Samples per Pixel to

16 and 64 (Fig13). Change the Filter type to

Mitchell and the Spatial Contrast R, G, B and

A to 0,02. Also, switch to the Common tab and

set a higher resolution for the rendering, for

example 640x480 (or even higher if you wish

- just keep an eye on the rendering times; the

bigger the resolution, the longer it will take to

render the final image).

14. Render the scene again, and save the final

picture to use it later in Photoshop for post-

production (Fig14).

15. Now we need to render an Ambient

Occlusion pass to composite it with the rendered

image. Open the Ship Cabin_AO.max scene

file, included with this tutorial. A new material

was created (AO_Shader) and assigned to

every object in the scene. This material has

an Ambient/Reflective Occlusion shader in the

Surface slot. You can take a look at Fig15 to see

the shader’s parameters.

Fig 13

Fig 14

Fig 15

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Chapter 02 TwilightChapter 02 Twilight

16. Render the scene to create the Ambient

Occlusion pass that we need (Fig16). Don’t

forget to render the AO pass with the same size

as the previously rendered picture.

17. Start Photoshop and import both the original

rendering and the Ambient Occlusion pass

(Fig17).

18. Switch to the Ambient Occlusion image.

Select all (Ctrl + A) and Copy (Ctrl + C). Switch

to the Original rendering and Paste the AO pass

above it (Ctrl + V) (Fig18).

Fig 16

Fig 17

Fig 18

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Chapter 02 Twilight Twilight Chapter 02

19. Change the AO Pass blending mode to

Colour Dodge and its Opacity to about 58%

(Fig19).

20. Now select both layers and use Ctrl + E to

flatten them together (Fig20).

21. Duplicate the background layer and

desaturate the newly created layer (Fig21).

Fig 19

Fig 20

Fig 21

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Chapter 02 TwilightChapter 02 Twilight

22. Change the Levels until you expose the

brightest areas of the image (Fig22).

23. Apply a fair amount of Gaussian Blur to this

layer and colourise it (Hue & Saturation), as

shown in Fig23.

24. Change the Blending Mode for this layer to

Linear Dodge and set its Opacity value to 56%

(Fig24).

Fig 22

Fig 23

Fig 24

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Chapter 02 Twilight Twilight Chapter 02

25. Select both layers and flatten them together

(Ctrl + E). Create a new, empty layer and fill it

with a pure black colour. Use the Filter / Render

/ Lens Flare effect to create something similar

to Fig25.

26. Set the blending mode of the top layer to

Linear Dodge and adjust the Levels until you get

the desired effect (Fig26).

27. Finally, you can adjust the exposure to

slightly change the overall feel of the image

(Fig27).

Fig 25

Fig 26

Fig 27

Page 26: Environment Lighting 3DSMax

Originally designed & modelled by:

Richard TilburyTutorial by:

Luciano IurinoFor more from this artist visit:

www.pmstudios.it

Or contact them:

[email protected]

Page 28: Environment Lighting 3DSMax

Chapter 03 Moonlight

Chapter 03 Natural Exterior Lighting Moonlight

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Chapter 03 Moonlight Moonlight Chapter 03

Fig 01

Fig 02

Fig 03

Natural Exterior Lighting Moonlight

This time we’ll create a typical moonlight setup

for the ship cabin scene, for which we’ll use the

Mental Ray renderer...

1. Open the Ship Cabin_Moon_Start.max scene

included with this tutorial (download can be

found at the end of this tutorial; click on the Free

Resources logo) (Fig01).

2. If you try to render the scene, you will get

something similar to Fig02, as there are still no

lights in the scene (Fig02).

3. First of all, let’s assign Mental Ray as the

renderer. Open the Rendering panel (F10) and

click on the button with the three dots in the

Assign Renderer roll-out. Select “mental ray

Renderer” in the window that appears, and click

OK (Fig03).

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Chapter 03 Moonlight Chapter 03 Moonlight

Fig 04

Fig 05

Fig 06

4. Create a mental ray Area Omni light and

position it as shown in Fig04, just above the

opening in the ceiling (Fig04). This will be our

Key light (the moon).

5. Enable the Shadows option (Ray Traced

Shadows) and leave the other parameters

as they are for the moment. In the Area Light

Parameters, make sure that the On option is

checked; set the Type to Sphere, the Radius

value to 0.1m, and the Samples to 10/10

(Fig05).

6. Let’s make a quick test render (Fig06). The

amount of lighting seems to be OK, and the

shadows too, but the colour is not right as it

should be something more blueish.

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Chapter 03 Moonlight Moonlight Chapter 03

7. Go back to the mental ray Area Omni

parameters and change its colour to something

like that shown in Fig07.

8. Render the scene again (Fig08). It looks

better, now.

9. Let’s change the Environment Background

colour (using the ‘8’ shortcut key) to the same

colour that we just gave to the Omni light, and

let’s render the scene again (Fig09).

Fig 07

Fig 08

Fig 09

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Chapter 03 Moonlight Chapter 03 Moonlight

10. Now we need some bounces of light all

around the scene. Let’s enable Final Gather in

the Indirect Illumination tab of the Rendering

panel. Set the Preset to Draft and render the

scene again (Fig10).

11. Since we need more light and bounces, we

have to increase the FG Mutliplier value to 2.

Also change the Mutliplier colour to something

blueish, as shown in Fig11. Increase the Diffuse

Bounces value to 20, or even more if needed.

12. Now there’s much more light. Select the

mental ray Area Omni and lower the Multiplier to

a value of about 0,85. Also enable the Use and

Show options for Far Attenuation and set their

parameters to respectively 1.41m and 11.032m

(Fig12).

Fig 10

Fig 11

Fig 12

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13. The Key light seems to be OK. We now

need some more light in the back of the room,

near the windows. Create a simple Omni light

and position as shown in Fig13. Also enable

Shadows (Ray Traced); set the multiplier to

0,09 and its colour to a bright blue. Enable Far

Attenuation Use and Show, and set their values

to 1.41m and 7,.392m. Render the scene again.

14. Now we have to set up a higher quality

render... Go back to the Indirect Illumination tab

and set the Preset to High. Set the Rays per

FG Point value to 350. Switch to the Renderer

tab and copy the parameters shown in Fig14.

Increase the image resolution (for example, to

640x480 or even more) and render the scene.

Save the picture to use it later on in Photoshop

for post-production work.

15. We also need an Ambient Occlusion pass

for compositing. Open the Ship Cabin_AO.max

scene and render it. The AO_Shader material

was assigned to every object in the scene, and

its parameters were set up to achieve a nice AO

solution (Fig15).

Fig 13

Fig 14

Fig 15

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Chapter 03 Moonlight Chapter 03 Moonlight

16. Render the scene and save this picture, too

(Fig16).

17. Start Photoshop and import both the original

render and the AO pass. Select the AO pass,

copy it, and paste it on the original rendered

picture (Fig17).

18. Change the blending mode for the AO pass

to Overlay (Fig18).

Fig 16

Fig 17

Fig 18

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Chapter 03 Moonlight Moonlight Chapter 03

19. Use the Levels tool to adjust the levels until

you are happy with overall look (Fig19).

20. Lower the Fill value to 52% (Fig20).

21. Collapse the two layers together and create

a copy of the Background layer. Desaturate it

(Fig21).

Fig 19

Fig 20

Fig 21

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Chapter 03 Moonlight Chapter 03 Moonlight

22. Adjust the Levels to expose the brightest

areas (Fig22).

23. Use the Gaussian Blur filter to blur this layer,

and then change its colour to something blueish

(Fig23).

24. Change the blending mode to Screen and

the Opacity value to about 47% (Fig24).

Fig 22

Fig 23

Fig 24

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Chapter 03 Moonlight Moonlight Chapter 03

25. Flatten the two layers together and use the

Shadow/Highlight tool to improve the mood of

the picture (Fig25). 26. Also use the Exposure tool as a final touch

(Fig26).

Page 38: Environment Lighting 3DSMax

Originally designed & modelled by:

Richard Tilbury

Tutorial by:

Luciano IurinoFor more from this artist visit:

www.pmstudios.it

Or contact them:

[email protected]

Page 40: Environment Lighting 3DSMax

Chapter 04 Electrical

Chapter 04 Artificial Interior Lighting Electrical

Page 41: Environment Lighting 3DSMax

Page 41www.3dcreativemag.com Environment Lighting

Chapter 04 Electrical Electrical Chapter 04

Fig 01

Fig 02

Fig 03

Artificial Interior Lighting Electrical

This Chapter we’ll see how to create an artificial

lighting situation for our ship cabin scene. As

usual, we’ll use 3ds Max and Mental Ray.

Before we can start, we need a little information

about how artificial light works. I suggest you do

a quick search in Google for reference images;

you’ll notice that large spaces are lit by a fair

number of light bulbs, which usually give general

lighting a strong, greenish component.

01. Open the ShipCabin_Part4_Start.max

scene file (download can be found at the end of

this tutorial; click on the Free Resources logo)

(Fig01).

02. The two main light sources will be the light

bulbs on the ceiling (Fig02).

03. Since we’ll be placing the lights right in the

bulbs, we need them not to cast any shadows.

Select the three objects (the light bulb, the guard

and the base) and right click on them. In the

menu that appears, click on Object Properties.

Then disable the Cast Shadow option in the

Rendering Control area (Fig03).

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Chapter 04 ElectricalChapter 04 Electrical

Fig 04

Fig 05

Fig 06

04. Now we can create the first Omni light which

will act as a light bulb. Create a mental ray Area

Omni light and position it as shown in Fig04.

05. Leave the colour of the light as pure white

and its Multiplier at 1,0. Enable Shadows and

change the type to Ray Traced Shadows. In the

Decay section, set the type to Inverse and the

Start value to 0,8. Also enable the Show option

to have a visual aid in your scene. In the Far

Attenuation section, enable both Use and Show

and set the Start/End values to 1 and 8. Open

the Area Light Parameters roll-out and make

sure that On is selected. In the Type roll-out,

pick Sphere and set its radius to 0,14. Finally set

the Samples values to 5 (Fig05).

06. Now simply clone the Omni light and

position it right in the second light bulb (Fig06).

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Chapter 04 Electrical Electrical Chapter 04

07. Open the Rendering panel and assign

mental ray Renderer in the Production slot

(Fig07).

08. Render the scene to see how the two Omni

lights are behaving (Fig08).

09. The amount of light in the front is quite good,

but the back of the room is completely dark. We

therefore need to create another Omni light over

there (Fig09).

Fig 07

Fig 08

Fig 09

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Chapter 04 ElectricalChapter 04 Electrical

10. Modify the light parameters as shown in

Fig10. The important thing here is to lower the

intensity of the light (to about 0,25), and give it a

darker colour (Fig10).

11. Render the scene again. Now there’s some

light in the back, too (Fig11).

12. Open the Rendering panel and switch to

the Indirect Illumination tab. Enable Final Gather

and set its Multiplier to 5. Also change its colour

to a fairly dark green. Set the Bounces to 10 and

leave the Rays to 50 (this is just a test rendering

and we’ll increase the quality later) (Fig12).

Fig 10

Fig 11

Fig 12

Page 45: Environment Lighting 3DSMax

Chapter 04 Electrical

Page 45www.3dcreativemag.com Environment Lighting

Chapter 04 Electrical Electrical Chapter 04

13. Render the scene again. Now there’s much

more light in the scene (Fig13).

14. Now we can increase the Rays to 500 to

have a better quality for the FinalGather solution

(Fig14).

15. Open the Rendering panel again and switch

to the Renderer tab. Set the Minimum/Maximum

values to 16/64 and the Filter type to Mitchell.

Also set the values for Spatial Contrast to 0,02

(Fig15).

Fig 13

Fig 14

Fig 15

Page 46: Environment Lighting 3DSMax

Page 46www.3dcreativemag.com Environment Lighting

Chapter 04 ElectricalChapter 04 Electrical

16. Now we can render the scene with full

quality and save it as a picture (Fig16).

17. As usual, we also need an Ambient

Occlusion pass to composite it over the original

render in Photoshop. Open the ShipCabin_

Part4_AO.max scene file. In Fig17, you can see

the AO shader that was created and assigned to

every object in the scene.

18. Render the AO scene and save it as a

picture, too (Fig18).

Fig 16

Fig 17

Fig 18

Page 47: Environment Lighting 3DSMax

Chapter 04 Electrical

Page 47www.3dcreativemag.com Environment Lighting

Chapter 04 Electrical Electrical Chapter 04

19. Open both pictures (the original render and

the AO pass) with Photoshop (Fig19).

20. Select the AO pass, copy it and paste it over

the original rendered image (Fig20).

21. Change the AO pass layer’s blending mode

to Overlay (Fig21).

Fig 19

Fig 20

Fig 21

Page 48: Environment Lighting 3DSMax

Page 48www.3dcreativemag.com Environment Lighting

Chapter 04 ElectricalChapter 04 Electrical

22. Use the Levels tool to adjust the contrast of

the AO pass over the original image (Fig22).

23. Flatten all the layers together, then create a

copy of the Background layer and desaturate it

(Fig23).

24. Adjust the Levels to expose the areas with

more light (Fig24).

Fig 22

Fig 23

Fig 24

Page 49: Environment Lighting 3DSMax

Chapter 04 Electrical

Page 49www.3dcreativemag.com Environment Lighting

Chapter 04 Electrical Electrical Chapter 04

25. Change the blending mode to Linear Dodge

and set the Opacity to 38% (Fig25).

26. Flatten all the layers together. Create

another blank layer and fill it with pure black.

Apply a Lens Flare filter, as shown in Fig26.

Move the flare over the light bulb on the furthest

left (Fig26).

27. Change the Blending mode for the Flare

layer to Screen and set its Opacity to about 90%

(Fig27).

Fig 25

Fig 26

Fig 27

Page 50: Environment Lighting 3DSMax

Originally designed & modelled by:

Richard TilburyTutorial by:

Luciano IurinoFor more from this artist visit::

www.pmstudios.it

Or contact them:

[email protected]

Fig 28

Fig 29

28. Duplicate the Flare pass and position it over

the second light bulb (Fig28).

29. Finally, you can use the Exposure tool and

the Shadow/Highlight tool to enhance the image

as you wish (Fig29).

Page 52: Environment Lighting 3DSMax

Chapter 05 Candlelight

Chapter 05 Artificial Interior Lighting Candlelight

Page 53: Environment Lighting 3DSMax

Page 53www.3dcreativemag.com Environment Lighting

Chapter 05 Candlelight Candlelight Chapter 05

Fig 01

Fig 02

Fig 03

Artificial Interior Lighting Candlelight

This time we’ll see how to light the ship cabin

with some candles. Only one candle will be

visibile, on the left of the room; the other two will

just light the scene and cast shadows, but will

be out of view (one on the right, and one in the

back of the room).

01. Open the 3DENV_Part5_Candle_Start.max

scene file. (Fig01)

02. First of all, we need to create a soft, ambient

lighting for our scene, which will resemble a

night time situation. Create a polygonal sphere

which surrounds all the scene. Select the lowe

half of the sphere and delete it. Select all the

remaining polygons and flip them to make them

point inward. (Fig02)

03. Open the Mat. Editor and create a new,

self-illuminated blueish material. Assign it to the

sphere. (Fig03)

Page 54: Environment Lighting 3DSMax

Page 54www.3dcreativemag.com Environment Lighting

Chapter 05 CandlelightChapter 05 Candlelight

Fig 04

Fig 05

Fig 06

04. Set Mental Ray as main renderer, and open

the Rendering panel. Switch to the Indirect

Illumination tab, enable Final Gather and set the

Multiplier to 5. Also, set the Multiplier color to a

dark blue and the Bounces to 10. (Fig4)

05. Render the scene. Now we have a basic

night lighting. (Fig05)

06. Let’s create the first candle light. Create a

mr Area Omni light and position it just above the

candle, on the left of the scene. (Fig06)

Page 55: Environment Lighting 3DSMax

Chapter 05 Candlelight

Page 55www.3dcreativemag.com Environment Lighting

Chapter 05 Candlelight Candlelight Chapter 05

Fig 08

Fig 09

07 .Modify the light’s parameters as shown in

Fig07. Enable Shadows and make sure that

it’s set to Ray Traced. Set the Multiplier to 0,8

and the color to a bright yellow/orange. Set

the Decay type to Inverse and the Start value

to about 1,4. Also, copy the parameters for

Attenuation from Fig07.

08. In the Area Light Parameters rollout, enable

area shadows , set the type to Sphere, the

radius to 0,1 and U/V samples to 10/10. (Fig08)

09. Render the scene. The candle lighting now

looks pretty good. Now we need to add the other

two candle lights. (Fig09)

Page 56: Environment Lighting 3DSMax

Page 56www.3dcreativemag.com Environment Lighting

Chapter 05 CandlelightChapter 05 Candlelight

Fig 10

Fig 11

Fig 12

10.Create another mr Area Omni and position

it near the seat on the right of the scene. Make

sure that it’s just out of the view. (Fig10)

11.Modify its parameters as shown in Fig11.

The important thing here is the color (a darker

orange) and the Multiplier (0,75). Make it cast

shadows (Ray Traced), enable area shadows

and copy the parameters for the Attenuation

from Fig11.

12. Render the scene again to check this new

light, too. (Fig12)

Page 57: Environment Lighting 3DSMax

Chapter 05 Candlelight

Page 57www.3dcreativemag.com Environment Lighting

Chapter 05 Candlelight Candlelight Chapter 05

Fig 13

Fig 14

Fig 15

13. Now create a third mr Area Omni and

position it in the back of the room, just behind

the stairs. (Fig13)

14. Copy the parameters for this light from

Fig14.

15. Render the scene again. (Fig15)

Page 58: Environment Lighting 3DSMax

Page 58www.3dcreativemag.com Environment Lighting

Chapter 05 CandlelightChapter 05 Candlelight

Fig 16

Fig 17

Fig 18

16. The back light is too low, so we need to

increase its multiplier and set a brighter color.

(Fig16)

17. Render the scene. Now the back light seems

to be ok. (Fig17)

18. The room is still too dark, so we need to

increase the general ambient light. Open the

Environment panel and set the Env. Color as

shown in Fig18. Render the scene again.

Page 59: Environment Lighting 3DSMax

Chapter 05 Candlelight

Page 59www.3dcreativemag.com Environment Lighting

Chapter 05 Candlelight Candlelight Chapter 05

Fig 19

Fig 20

Fig 21

19. Now we can set the parameters for the final

rendering. Open the Rendering panel and switch

to the Indirect Illumination tab. Set the Rays

value to 350. Switch to the Renderer tab and

copy the parameters for the sampling quality

from Fig19.

20. In Fig20 you can see the final rendererd

image. Save it as a picture.

21. We also need an Ambient Occlusion pass

to composite it over the original rendering. This

will help to enhance the details of the rendering.

Open the 3DENV_Part5_Candle_AO.max scene

file. In Fig21 you can see the parameters of the

AO shader that was created and assigned to

every object in the scene.

Page 60: Environment Lighting 3DSMax

Page 60www.3dcreativemag.com Environment Lighting

Chapter 05 CandlelightChapter 05 Candlelight

Fig 22

Fig 23

Fig 24

22. Render the AO pass and save it as a

picture, too. (Fig22)

23. Now open both the original rendering and

the AO pass with Adobe Photoshop. (Fig23)

24. Select the AO pass, copy it, and paste it

over the original rendering. (Fig24) Change its

blending mode to Multiply and use the Levels

tool to adjust its contrast.

Page 61: Environment Lighting 3DSMax

Chapter 05 Candlelight

Page 61www.3dcreativemag.com Environment Lighting

Chapter 05 Candlelight Candlelight Chapter 05

Fig 25

Fig 26

Fig 27

25.Select the Background (original rendering)

layer and duplicate it. Desaturate it and adjust

its Levels to expose the brightest areas. (Fig25)

26.Apply a fair amount of Gaussian blur to this

new layer; use the Hue & Saturation tool to

colorize it with a yellow/orange color and change

its blending mode to Overlay. Also, decrease its

Opacity value to about 69%. (Fig26)

27.Flatten all the layers together. If you wish

you can use the Exposure tool to improve the

exposure of the final image. (Fig27)

Originally designed & modelled by:

Page 62: Environment Lighting 3DSMax

Richard TilburyTutorial by:

Luciano IurinoFor more from this artist visit::

www.pmstudios.it

Or contact them:

[email protected]

Page 64: Environment Lighting 3DSMax

Chapter 06 Underwater

Chapter 06 Artificial Interior Lighting Underwater

Page 65: Environment Lighting 3DSMax

Page 65www.3dcreativemag.com Environment Lighting

Chapter 06 Underwater Underwater Chapter 06

Fig 01

Fig 02

Fig 03

Artificial Interior Lighting Underwater

In this last 3D Environment tutorial we’ll set up

a nice underwater scene for the ship cabin. Just

imagine it sunk and laying on the ocean bed.

You can find a lot of references all around the

web (for example, the “Titanic” movie) to see

how light behaves underwater, and most of all

the colours that you will need to use to give your

scene more realism.

1. First of all, let’s open the 3DENV_Part6_

Underwater.max scene file (Fig01).

2. We need to set up a basic lighting, and

then we can concentrate on obtaining a nice

underwater scene. Open the Rendering panel

(F10) and in the Common tab scroll down to the

Assign Renderer rollout and assign mental ray

Renderer as shown in Fig02.

3. Create a polygonal sphere, select its lower

half and delete it. Select all the remaining

polygons and flip them to make them point

inward.

Page 66: Environment Lighting 3DSMax

Page 66www.3dcreativemag.com Environment Lighting

Chapter 06 UnderwaterChapter 06 Underwater

Fig 04

Fig 05

Fig 06

4. Open the Material Editor (M) and create a

new Standard material of a blueish color. Also,

set its Self-Illumination parameter to 100%.

(Fig04)

5. Open the Rendering panel again and switch

to the Indirect Illumination tab. Enable Final

Gather and set its Mutliplier to 10. Also change

its color to a nice green. Set the Rays per FG

Point to 100 for now (we’ll increase it later for

the final rendering).

6. If we render the scene now (Fig06), you’ll

notice that it’s way too bright and greenish. It’s

because we don’t have any “real” light source

in the scene, so all the lighting is up to the Final

Gather solution we just created.

Page 67: Environment Lighting 3DSMax

Chapter 06 Underwater

Page 67www.3dcreativemag.com Environment Lighting

Chapter 06 Underwater Underwater Chapter 06

7. Create a mr Omni Light and position it

anywhere in the scene. Make sure that it’s

disabled (uncheck the On option).

8. Render the scene again. As you can see, now

it’s much too dark. We can now start working

on this solution to create our desired lighting

situation.

9. Move the mr Omni Light in the right position

(just above the opening in the ceiling, as shown

in Fig09) and copy the parameters from the

picture in the middle of Fig09.

Fig 07

Fig 08

Fig 09

Page 68: Environment Lighting 3DSMax

Page 68www.3dcreativemag.com Environment Lighting

Chapter 06 UnderwaterChapter 06 Underwater

10. Render the scene. Now it looks much better,

and the colors start to look fine. The shadows

are just too sharp, we need to blur them a little

with the Area Light feature.

11. Reach for the Area Light Parameter rollout

in the Light properties, make sure that it’s set

to On. Also check if the Type is set to Sphere.

Increase the Radius value up to 0,25m and the

Samples values (both U and V) to 10.

12. Render the scene again. This time we can

increase the rendering resolution to 640x480 to

have a better feedback on the overall quality of

the picture.

Fig 10

Fig 11

Fig 12

Page 69: Environment Lighting 3DSMax

Chapter 06 Underwater

Page 69www.3dcreativemag.com Environment Lighting

Chapter 06 Underwater Underwater Chapter 06

13. Now we’re ready to set the parameters for

the final rendering. Open the Rendering panel

and pump up the Rays per FG Point value to

500. Switch to the Renderer tab and copy the

parameters from the right picture in Fig13.

14. Here is our final rendering pass. We can

save it for later use in Photoshop.

15. Now open the 3DEnv_Underwater_Volume.

max scene file.

Fig 13

Fig 14

Fig 15

Page 70: Environment Lighting 3DSMax

Page 70www.3dcreativemag.com Environment Lighting

Chapter 06 UnderwaterChapter 06 Underwater

16. This scene was created to render the

Volume Light effect. There are different ways

to get this task done; we could use Mental

Ray’s own volume effect, but it would require

longer rendering times. So I choose to use the

standard volume light effect of 3dsmax. In this

scene a pure black material was assigned to

every object in the scene.

17. Open the Environment panel (8 shortcut

key). As you can see, a new Volume Light

effect was created and both the Directional

lights present in the scene were assigned to it.

(Fig17). Have a look at all the other parameters

marked in red in Fig17 and copy them in your

scene.

18. Render the scene. Everything is pure

black and here is our Volume effect. Save

this rendering as a picture for later use in

Photoshop.

Fig 16

Fig 17

Fig 18

Page 71: Environment Lighting 3DSMax

Chapter 06 Underwater

Page 71www.3dcreativemag.com Environment Lighting

Chapter 06 Underwater Underwater Chapter 06

19. We also need an Ambient Occlusion (AO)

pass to enhance the details in the rendering.

Open the 3DEnv_Underwater_AO.max scene

file and refer to Fig19 to see the AO shader

that was created assigned to every object in the

scene.

20. Here is the AO Pass rendering. Save

this picture, too. We’ll composite it later in

Photoshop over the original rendering.

21. Lastly, we need one more pass to composite

the final image. We need some particles and

bubbles all over the scene, otherwise it won’t

look like an underwater scene. Open the

3DEnv_Underwater_Particles.max file. In this

scene a pure black color material was assigned

to everything (just like before with the Volume

pass), and some particle systems were created

and put here and there in the scene.

Fig 19

Fig 20

Fig 21

Page 72: Environment Lighting 3DSMax

Page 72www.3dcreativemag.com Environment Lighting

Chapter 06 UnderwaterChapter 06 Underwater

22. If you select the particle systems and open

their Object Properties, you will notice that the

Motion Blur effect is enabled; this was done

to give the bubbles and particles some motion

effect, since we’re doing a static rendering and

not an animation.

23. You can also check the material that was

created and assigned to the particles.

24. Render this last pass and save it as a

picture. (Fig24) Now we’re ready to composite

all the passes together in Photoshop or similar

2D applications.

Fig 22

Fig 23

Fig 24

Page 73: Environment Lighting 3DSMax

Chapter 06 Underwater

Page 73www.3dcreativemag.com Environment Lighting

Chapter 06 Underwater Underwater Chapter 06

25. Let’s start with the AO Pass. Open the

original rendering and the AO Pass.

26. Copy the AO Pass and paste it over the

original rendering. Change the Blending Mode

for the AO Pass to Multiply and set its Opacity

value to 70. (Fig26)

27. Flatten the two layers together. Import the

Volume pass and paste it over the Background

layer. (Fig27). Change the Blending Mode to

Linear Dodge and set the Opacity value to 79%.

Fig 25

Fig 26

Fig 27

Page 74: Environment Lighting 3DSMax

Page 74www.3dcreativemag.com Environment Lighting

Chapter 06 UnderwaterChapter 06 Underwater

28. Flatten the layers again. Import the Particles

pass and paste it over the Background layer.

Change the Blending mode to Linear Dodge and

change its opacity until you’re happy with the

result. You can make the bubbles and particles

more or less evident; it’s really up to you.

29. Flatten everything once again, and create

a copy of the Background layer. Desaturate it

and use the Levels tools to adjust its levels like

shown in Fig29.

30 .Apply a fair amount of Gaussian Blur to the

top layer and change the Blending Mode to

Linear Dodge. Also change the Opacity value

to 83%.

Fig 28

Fig 29

Fig 30

Page 75: Environment Lighting 3DSMax

Chapter 06 Underwater

Page 75www.3dcreativemag.com Environment Lighting

Chapter 06 Underwater Underwater Chapter 06

Fig 31

Fig 32

31. You can also colorize the top layer with a

blue colour.

32. Finally, use the Exposure tool to enhance

the exposure of the picture (Fig 32).

This concludes our environmental lighting

series. I hope you found it of some use.

Page 76: Environment Lighting 3DSMax

3D Environment Lighting Part 6 - Underwater

Originally Designed & Modelled by

Richard Tilbury

Tutorial by:

Luciano IurinoFor more from this artist visit:

www.pmstudios.it

Or contact them:

[email protected]

Page 78: Environment Lighting 3DSMax

for more products in our range visit http://www.3dtotal.com/shop

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Page 79: Environment Lighting 3DSMax

for more products in our range visit http://www.3dtotal.com/shop

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Page 80: Environment Lighting 3DSMax

Part 3 - Rigging & Animation - Complete step by step of setting up a fully animatable rig for the Eva Wild character.- Creating a walk Cycle.- Creating a simple face morph. - 7 hours and 43 mins of comprehensive training.- Suitable for artist of all levels.

Introduction:The ‘Eva Wild Series’ – Our aim in this series is to pro-vide comprehensive lessons to produce a complete fully rigged, textured and anatomically correct female char-acter. This series fits well into 3 DVDs with 3 separate professional 3ds Max instructors taking you through each if their specialties in very detailed step by step processes making this training suitable for artists of all levels.

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Page 81: Environment Lighting 3DSMax

Introduction: Michel Roger’s famous ‘Joan of Arc’ tutorial re-written for Maya by Taylor Kingston, Cinema 4D by Giuseppe

Guglielmucci & Nikki Bartucci, Lightwave by Vojislav Milanovich and

Softimage by Luciano Iurino and 3DCreative Magazine.com.

If there has been one single tutorial that has educated and inspired more

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These 120 plus page, Downloadable PDF’s are designed for ease of use to help beginners and intermediate level of artist alike in the creation of a female character. The tutorial takes you through the process of modelling, texturing and mapping to finally adding bones.Chapter 1: Modeling of the Body - BodyChapter 2: Modeling of the Head - Head, Ear & AssemblyChapter 3: Modeling of the Accessories - The Sword & Armour Legs Chapter 4: Modeling of the Accessories - Armour Bust, Hair & Glove Chapter 5: Modeling of the Accessories - Accessories & UVW MappingChapter 6: UVW Mapping - Sword, Clothing, Armour & Body Chapter 7: Texturing & Hair - Eyes, Skin & Hair Chapter 8: Bones & Skinning - Bases, Hierarchy & Skinning

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Page 82: Environment Lighting 3DSMax

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Page 83: Environment Lighting 3DSMax

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Chapter 1: Modelling the HeadChapter 2: Modelling the Torso Chapter 3: Modelling the Arms & Legs Chapter 4: Modelling the Clothing & Hair Chapter 5: Modelling the Armour Chapter 6: Mapping & Unwrapping Chapter 7: Texturing the Skin & Body Chapter 8: Texturing the Armour & Clothing

image by Seong-wha Jeong

Downloadable Tutorial EBook