3d Max V Ray PDF
3d Max V Ray PDF
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ABOU T M E
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An innovative and
Lighting a scene realistically is one of the most challenging aspects of
intelligent senior
producing photorealistic renderings.
computer
artist/technologist/Author/Reviewer
, whose first‐rate experience was
The following article/tutorial will focus mainly in easy techniques to
gained designing and producing work
help users achieve acceptable results, even when working on
since 1996 for a wide range of clients
relatively bare/simple scenes.
worldwide. Adept at working with a
wide variety of people affectively
One of the preliminary steps often taken to light up a scene
and good‐humouredly in sometimes
realistically, is to create a clear definition between dark and bright
highly demanding situations. Skilled
areas: Depth.
at evaluating and resolving problems
creatively. Much of my work and
To achieve this, simply ensure that, there’s enough distance between
contributions had been featured in
each light in the scene.
books and magazines such as the 3D
Also, test render the effect of each light created, especially when a
World Magazine,3D Total,CG Society;
key parameter is changed.
to name but a few. I am also the co‐
author of two successful books
entitled: Realistic Architectural
Photorealistic rendering: mental ray‐ It’s common practice to
Visualization with 3ds Max and
create photometric Target lights in the Left or Front viewport to set
mental ray. Finally, I regularly share
its directional point (e.g. downwards).
my knowledge with users by
constantly updating my blog.
[email protected]
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Once the first light had been created, go to the Modify command
panel and set its shadow type to Ray Traced Shadows, to enable
mental ray to trace shadows more accurately.
F OL L OW BY E M AI L
Also, the distribution type is often set to photometric web, followed
by locating and choosing the appropriate IES web file. Email address... Submit
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While it may take slightly longer to render, soft shadows are
olivier‐ladeuix.com
commonly used to make the renders look more realistic. To create
soft shadows simply scroll down to the Shape/Area shadows rollout Angela's Blog
parameters and change the Emit light from (shape) to Disc type. tresd1.com
Its Radius controls the shadows’ softness: Sharp shadows= low values; enrichpro.com
Soft shadows= high values. rec‐blog.blogspot.com
sketchhouse
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Photorealistic
rendering: Vray and
mental ray : 3d images
To control its intensity, simply open the Intensity/Color/Attenuation The 3d Images shown
rollout, and pan down to Dimming group, followed by enabling the above were created
Resulting Intensity and increasing its value. and rendered whilst at Glass Canvas
Productions. To see my entire
portfolio and the arch...
3D Realism: Practical
& Easy Workflows
Hi All, The above
image is part of a
project I have finished
for a client recently. The final files
were produced in two versions: for...
Test render each value tweaked to achieve the desired result. 3d: Creating
customised IES web
To quickly test render, one can simply use a white override material lights for vray or
(with its reflectivity set to 0.0) for the sole purpose of creating the mental ray
correct amount of depth in scene (e.g. dark and bright areas of the The following tutorial
scene). assumes that the user has a basic
To use any specific IES light, one can choose from any of the pre‐ knowledge of creating and using
defined (Select Template) list; or by loading it from the Distribution “VRayIES” and “Photometric” lights
(Photometric) rollout toggle. One can preview the IES physical parameter...
distribution From the Open a Photometric Web file dialog and/or
from the Distribution (Photometric) thumbnail. Crafting 3D
Photorealism: Lighting
Workflows in 3ds Max,
vray and mental ray
Hi All, I have just
completed my latest step‐by‐step
book, about 3D photorealistic renders
. The book is entitled: Crafting 3D
...
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3d images: Tackling
unrealistic materials
It is worth noting that
the following is a full
version of an article I
have recently contributed to. Please
have a look at the 3D World ...
Autodesk: mental
ray_Valuable Tips 2
Mental ray_Glass
fritting effect The
glass fritting effect is
commonly required by numerous
clients in the 3D Visualisation sector:
Th...
3d images: Office
Reception Rendering
with Vray...and mental
ray
The above image is
part of a project I have finished
recently. It was produced with 3Ds
Max and V‐Ray. However, I have also
got the sam...
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3D (27) 3d architectural
visualisation models (4) 3D Creative
magazine project (1) 3D image rendering
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and the overall render settings to speed up the test rendering camera (1) CG Society: mental ray 3.8 in 3ds
process. Max 2011
(1) Converting a Vray Max scene to
mental ray (1) Correcting self‐illumination
display in the viewport (1) Crafting 3D
Photorealism (1) Creating customised IES web
lights (1) design interior (1) displacement (1)
Displacement and Proxy errors (1) DWG (1)
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maps (1) grid alignment (1) layer in 3D (1)
Light lister (1) Lighting (1) materials (3) Max
Script (1) mental ray (14) mental ray
and vray (2) mental ray settings (1) mental
ray valuable tips (1) Mental Ray_Aerial shot (1)
Mental Ray_New Book (1) New Valuable Tips
(1) office project (1) Office Reception
Rendering with vray (1) opacity bitmap errors
(1) paging file theories (1) photo editing (1)
photo manipulation (1) photorealistic
rendering (3) Photorealistic renders with
mental ray (1) Photoshop (6) Photoshop
Actions (2) Photoshop Batch (1) Photoshop
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photoshop tutorials (1) post‐production (2)
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use fast rasterizer(rapid motion blur) (1) Using
ambient occlusion (AO) as a separate pass (1)
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velvet material (1) verified views (1)
viewport (2) visualization techniques
(8) VRay (12) “flickering” highlight
artifacts (1)
The idea behind this technique is to prevent users from spending too
much time test rendering the lights with all the materials and
reflections enabled.
Once satisfied, simply begin to copy (instances), test render and place M Y AM AZ ON PI CKS
the lights accordingly in the scene.
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BL OG ARCH I VE
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Photorealistic rendering: Vray
and mental ray : 3d...
► 2012 (6)
► 2011 (3)
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Next, one can create the VRayIES light by simply selecting its
respective button first, followed by clicking on the VRayIES button
next. Finally click in the Left or Front viewport, and drag its target
downwards to create it.
Once the target of the light is set, go to the Modify command panel
and disable its targeted function. As mentioned earlier, this action
will enable the user to easily copy/instance lights across the scene.
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Next, locate and load the appropriate IES light file by clicking on its
toggle. To preview the IES web file in the viewport, one can simply
create a default Max photometric light, turn it off and use its
Distribution (photometric web) rollout for the sole purpose of
previewing the IES web file inside 3Ds Max.
Alternatively, one can use the IES generator software.
To help pick up tiny shadows (e.g. grass, etc.), one should reduce the
shadow bias values.
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Next, locate the relevant IES file in your computer folder, followed
by dragging and dropping it into the notepad dialog. Its numerical
values should appear.
To soften the shadows, one should only change three of its values.
These values are often the three zeros that appear after the numbers
1, 1 and 2.
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scene).
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Once satisfied, simply begin copying, test render and place the lights
accordingly in the scene.
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Test rendering each light created with Vray or mental ray will enable
users to preview their effect in the scene, and subsequently tweak
them further, if necessary; thus preventing the common mistake of
overexposing/scorching the 3D scene with too many lights, and/or
having the lights too close from one another.
It’s worth noting that, prior to lighting up a scene, most materials
and their basic parameters (e.g. UVW Mapping, etc.) should be
applied to their respective objects first.
While creating the correct amount of depth in scene will help make
the renders more believable, the light colours will also prove even
more crucial in achieving that ultimate photorealistic look.
The following examples will help demonstrate how to quickly apply
realistic colours of a photo to a light source in both Vray and mental
ray.
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Click and hold the Filter Color swatch. Its Color Selector: Filter
Color dialog should appear.
Click on its sample screen colour button and pick any part of the
loaded photograph. To mix colours, simply hold down the Shift key
and continue picking
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Click on its sample screen colour button and pick any part of the
loaded photograph. To mix colours, simply hold down the Shift key
and continue picking.
Next, scroll further down to the mental ray Light Shader rollout and
enable its function.
Please note that once this function is enabled; all the default light
parameters are automatically switched off. So even when the light is
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physically turned off the light shader parameters will still affect the
scene.
To disable it, simply uncheck the Enable function.
To plug a light shader, simply click on its toggle, and double click on
the Light point type to choose it from the Material/map Browser
dialog list.
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Next, drag and drop the light shader toggle into an empty material
editor slot; followed by choosing the Instance type, from Instance
(copy) Map dialog. Its parameters should appear on the material
editor dialog.
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Users often use the Radius values from the Shape/Area Shadows
rollout parameters to preview the Attenuation End value in the
viewport, without having to test render.
VRay users can also use this value to preview the size of the light
source; followed by turning it off once satisfied.
When using light sources to cast colours of a real photo onto surfaces,
users should always place the light/s in a position where it will affect
as many surfaces as possible.
For instance, in an interior scene it’s common practice to place the
light between the floor and ceiling of each floor. In addition, the
light should be slightly dimmed to prevent bleaching areas of the
scene.
Next, locate the relevant blurred image and load it in the Color
toggle. When possible, always use an HDR (high dynamic range)
spherical panoramic image. If the shot happens to be a
photomontage, one should seriously consider taking a panoramic
photo of the environment in question.
Otherwise, one can simply use a standard non panoramic blurred
JPEG image.
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Loading a sharp image and blurring it in 3ds Max with the Blur
function will never yield good results. The rule of thumb is to load a
pre blurred image and blur it further in Max to 100, if necessary.
To control image intensity, simply scroll down and open its Output
rollout parameters.
Also, increase its RGB Level value accordingly by test rendering with
the Material Override enabled.
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Scroll down to its Options group and enable the following options:
Cast shadows
Invisible‐ This function will make the light object invisible to the
camera
Store with Irradiance map‐ When using the light source as Mesh, the
rendering times will increase dramatically. Enabling this function will
help reduce the rendering times massively. Otherwise, one can
disable it.
This function will only work if the Irradiance map is being used in
the V‐Ray:: Indirect Illumination (GI) rollout parameters. For this
reason, the Irradiance map parameters should be set above the
minimum required.
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Scroll further down to the Texture group, and load the desired image
in its toggle as previously covered.
To view its parameters, simply open the Material Editor (M) first,
followed by dragging and dropping the toggle into an empty material
editor slot.
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Choose the Instance copy method, and use similar parameters to the
ones covered earlier.
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Finally, scroll further down to the Mesh light options and select its
toggle, followed by picking the relevant mesh in the scene. Its
intensity can be controlled through the image’s RGB Level value,
or/and from the light’s Physical Multiplier value.
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All the spherical lights depicted in the 3D scene below, were
created using the techniques highlighted earlier, for VRay and
mental ray.
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Note: If the bitmap colours emitted by the sphere light are not
prominent enough in the scene, simply use the "Color Correction"
procedural map on top of the main bitmap; and increase its
"Saturation" value until satisfied.
To apply it, simply open the "Material/Map browser" dialog and
choose it from its list. This topic was covered in this post HERE.
Alternatively, increase the saturation in Photoshop and re‐save the
main bitmap.
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To control its physical size, open the Modify command panel, scroll
down to the Size group and tweak with its Half‐length and Half‐
width values.
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To control its size, open the Modify command panel, scroll down to
the Dimensions group and tweak with its Length and Width values.
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To edit the Gamma & Gain shader, simply open the Material Editor
first, followed by dragging & dropping it onto an empty material
editor slot. In the Instance (Copy) dialog, choose the Instance
method and OK to close it.
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Finally, one can also use the same approach with Skylight objects,
when creating external shots.
Photorealistic rendering:In mental ray: When using the Daylight
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System, users often disable the Skylight option and create a separate
Standard one.
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For further information about this shader, please check this useful
article HERE.
As with most VRay lights, users can control its intensity with the
Multiplier values.
To plug an image, scroll down to its Texture group and click on its
toggle to bring up the Material/Map Browser dialog. Often some
users apply a standard image; and most professionals prefer to use
the VRayHDRI shader.
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To edit the VRayHDRI parameters, first open the Material Editor (M),
followed by dragging and dropping it from the Texture toggle onto
an empty material editor
slot. Choose the Instance method.
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While the Skylight shadows should yield diffused results, some users
prefer to turn off the VRaySun object and use the Dome light to
generate both direct and indirect shadows (e.g. diffused shadows).
Most HDR images come with a reflection image (e.g. sharp), and the
environment image (e.g. blurred to emit diffused light). To generate
both direct and indirect shadows, one is required to use a sharp HDRI.
Users often tweak with Horiz. rotation and Vert.rotation values to
control its position in the Material Editor slot thumbnail.
Also, the Overall mult. value will help control the brightness of the
light/scene.
Depending on the results intended, most users choose the Map type
to be a Spherical environment. For acceptable results, one is
required to have the Irradiance map and the Light cache parameters
very high.
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Once the lights and colours have been signed off, one can then
disable the material override to finalize tweaking the materials/
reflections/glossiness, and perhaps fine‐tune minor light settings
(e.g. boost up or decrease certain values).
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My 3D Portfolio
Also check:
Realistic materials
Post‐production techniques
IES lights
Self‐illuminated materials
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P O S T ED B Y J A MI E CA R DO S O A T 18: 56
LA B ELS : 3D, 3DS MA X , A U T O DES K , LI G H T I NG , MENT A L R A Y ,
P H O T O R EA LI S T I C R ENDER I NG , P H O T O R EA LI S T I C R ENDER S W I T H MENT A L
R A Y , R EA LI S T I C R ENDER S , R ENDER I NG , V R A Y
1 5 COM M EN TS :
Thank you very much for your kind comment here. I really
appreciate it!!!
Ta
Reply
Thank you very much for your input here...and I am glad that
you have liked it!!!
Ta
Reply
Ta
Reply
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Ta
Reply
thanks in advance.
Reply
Thank you very much for your input here. It's much
appreciated!!!
The reason for NOT using the V‐ray sphere light, is simply
because my version of v‐ray doesn't allow users to plug any
bitmaps to it (assuming your version of v‐ray does? (e.g. its
bitmap toggle is greyed out by default)).
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Ta
Reply
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Wn650pIjzlE/UZrEy6HI2fI/AAAAAAAABTM/CW1JavKX7TY/s16
00/Photorealistic+rendering+with+Vray+or+mental+ray_52+.j
pg
Regards
Ta
Reply
Ta
Jamie
Reply
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