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Showing posts from October, 2013

Car Paint Material

01                In this lesson we will improvise the look of the Metallic Paint Material that we created in the last lesson. Inside the 'Slate Material Editor' bring up the parameters of 'Ray-trace Material' by double clicking on it. Under the 'Specular Highlight' parameters bring down the values of 'Specular Level' and 'Glossiness' to '50' and '90' respectively.




02                We will now add some depth to the Paint Material by using a 'Fall-Off' Map in the Diffuse Map Slot. This will enable us to achieve the effect of a realistic looking paint material in which the colour changes depending on the angle viewed in the same manner as the reflectivity. Access the 'Material Map Browser' from the 'Diffuse' Map Slot and load the 'Fall-Off' Map from the 'Maps' section.




03                Dive inside the 'Fall-Off' menu and under the 'Fall-Off Parameters' change the 'Front…

Reflections with HDRI

In this lesson we are going to learn how to do reflections inside 3DS Max using HDR Images and Panoramas. In order to learn how to capture a basic 'Panorama' and 'HDR image' you guys can have a look at the articles on 'HDR Image' and 'Panoramas' covering all the basic steps involved in the process.




01                Now we will further improvise the IBL scene by adding in some metallic objects into it. Open up the 'Slate Material Editor' by pressing 'M' on the keyboard and create a 'Raytrace' material inside it from the right click menu.




02                Add in the HDR Panorama Image of the scene inside the 'Environment' slot of the 'Raytrace' Material. Bring up the 'Specular Level' to '90' and 'Glossiness' to '100' in order to get a super glossy metallic finish out of the material. Also change the diffuse color to a darker shade of red.



03                Change the 'Reflect'…

Image Based Lighting

In this lesson we are going to learn how to produce realistic looking renders using Image Based Lighting. IBL is basically a 3D Rendering Technique which involves attaching a HDR Panoramic image of the same environment to a spherical dome or skylight. The HDR Panorama contains the environment lighting and content information of the scene. So while rendering the scene with global illumination and final gather, most of the 3D Programs take into account the lighting characteristics of the surrounding surfaces with the help of HDRIs.




01                Fire up 3DS Max and open up the ‘Cardboard Box’ scene that we animated in one of our last lessons. We will start lighting up our scene by importing our Back-plate as an 'Environment Map' available inside the 'Environment and Effects' dialogue box. A Back-plate can be an image or a video that will form the background of our scene.




02                Turn on 'Use Environment Background' and 'Display Background' …

Panoramic Images

A Panoramic Photograph can be described as a wide angle photograph of an entire surrounding area. It is basically a representation of an entire physical space in a single image. Generally Panoramas are created by capturing the images in a row with each image slightly overlapping the previous image. Capturing 360-degree panorama requires shooting of multiple rows of photograph covering the entire scene.



Photographing a Panorama is certainly not difficult. But for the best results following a few guidelines are recommended:

1.                All the images that we take for a single Panorama must be taken from a single viewpoint in order to avoid Parallax. Parallax is an effect where two objects appear to change positions relative to each other when viewed from different viewpoints. It causes relative movements between the objects which causes a shift in the position of foreground objects relative to the background objects. This relative movement caused by parallax that prevents these im…

HDR Images

HDRI stands for ‘High Dynamic Range Image’ where Dynamic Range is basically the difference between the lightest and the darkest spot one can capture in a photograph. So we can say that HDRI is a photograph that composes a greater dynamic range between the brightest and darkest areas of the scene than the standard photographs.
                But generally when we take a photograph at the standard exposure levels it is arguably impossible to capture the both ends of spectrum in a single image. Once our scene exceeds the camera’s dynamic range, the highlights tends to washout to white, or the darks simply becomes big black spots. So in order to capture a great Dynamic Range between the lightest and the darkest areas of a scene photographers nowadays have developed many methods using the latest photographing techniques and advanced post processing programs.


                One of the most common methods of capturing a HDR image is by capturing 3 different photos of the same scene at diff…