Monday, April 25, 2011

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Modeling and visualization table III. Part - visualization using Mental Ray

third and unfortunately the last one being the continuation of this work to the modeling table and visualizing the two different rendering systems. As the table rendered with vray s we have already shown. This time presenting a renderer Mental Ray from Mental Images which is integrated rendering in 3ds Max.



setting for Mental Ray rendering system as we move into the 3ds Max rendering settings "F10" in the Common tab on the card and move on to the Assign Renderer Production where clicking on (...) select the mental ray renderer, and thus we opened the gate to this powerful visualization tool.


study to visualize formation table

inactive if we visualize a 3D object, so we must first decide where you want to visualize, therefore, in what environment. For the selection we have many options. We can visualize the object in its set up like environment. inactive bedroom, part or street manners potting visualize the object in a photograph or inactive visualize single product where the audience draws attention to the product without any disruption inactive object. So the object from the canvas and it is called Visualization Studio.

Like in real life as well as 3ds Max's studio is compiled. Background behind the subject will consist of a canvas object we will illuminate the artificial lights which provides us with Mental Ray. Our "camera" will in this case the object camera.

First, create a screen where you will place our object visualized. If you have a problem as the screen image so that I have already described in the tutorial 3D text in 3ds Max and V-ray . Click the link to get directly to the creation of the canvas.


The next step is to create lights that will illuminate our object. From the Create panel / Lights / Photometric choose a mr Sky Portal, and the sides as the picture you create 2 main lights so that they point to the center of our study .. Third, create a light object that will shed light on the screen. We ensure that we not create a dark spot in the middle of unlit screen .. Next, create a skylight (secondary beam), which sheds light from all sides and do not care where we put him into the scene.


this light we have finally set the parameters. Sidelight set the Multiplier value to 1.4 True light change the color of light on the value of 1.0 RGBA, 0,922, 0.8, 1.0, and the left light set color RGBA light on the value of 0.8, 0.9, 1.0, 1.0.

Middle us light that illuminates the screen parameter set multiplier to 0.65 and leave light color to white.

Light Skylight leave default value, ie 1.0 Multiplier checked with Sky Color choice where light color is white.


Finally, even create 8 mr Area Omni lights are spread around our two ručiek of drawers with a parameter value Multiplier to 0:13 in Karte Generals Parameters button to select exclude these 2 hands drawer and transfer their to the next list. (if you have merged with the drawers in podobjektovom mode element to select the ball and using their command detach disconnect in a separate building). Do not forget to top the list right indicate Include option, which ensures that our omni lights will illuminate only the hands. The world we have created because the light turned out weaker hands and would need to be illuminating.


Create Mental Ray material


Mental Ray offers a whole range of materials with which it closely. These are such. ProMaterials directly developed for mental ray. Their task is to imitate the real structure of the like. metal, wood and similar. Another material which works with mental ray is-om-Arch Design. Template contains materials that you can use for their visualization. Just use this material to visualize our table.

We walk into compact material editor "M". If you have a version of 3ds max 2011 and more so you can discover the slate material editor. The old compact material editor to switch by offering Modes / Compact material editor.

into the first slot (preview material) to put arch-design material (by clicking click Get Material - a horizontal row of icons).


We walk into the card Main material parameters and change the parameters of the Reflection Group on the Reflectivity value 0.2, the value of glossiness and 0:55 to 16 Glossy Samples


go through the Special Effects tab tick the option where Ambient Occlusion and max distance parameter set to 8 which Odav as far from the contact surfaces, this effect will operate. This effect cause us to darken the light where the contact area objects vid. Pictures:


before using Ambient Occlusion

After using Ambient Occlusion
Finally we move to the bookmarks in Special Purpose and General Maps Maps which add texture to an object

duct Bump - bumps put this bitmap in grayscale.


By Diffuse channel - color insert wood texture.


and final will Reflection color bitmap that indicates the grayscale power reflectivity. 0% black and white 100% reflectivity.




Finally, we create another material for our canvas. We will move into the second slot and there you get the key material of choice in Arch Design shader which only change a parameter in the group Reflection reflectivity to 0

applied, material and editing UVW maps we have seen in other parts of this tutorial and you can go nan here.


Exposure setting Mental Ray


Just as in the actual cameras you set exposure in 3ds Max's. Thus, the total amount of light that gets into our "camera" respectively. Sets the rendered image in the Environment and Effects window, which appears in the rendering menu or shortcut key "8".

We walk to the Environment tab in the tab where you select the Exposure Control from the popup type of exposure mr Photographic Exposure Control.

then change the option to Photographic Exposure set the parameters:
Shutter Speed \u200b\u200bat 0:03
Aperture (f-stop) to 4
and film speed (ISO) to 100

also Image Control group in the Možme adjust the contrast of colors:
Highlights (Burn) to 0.25
midtone to 0.65
and Shadows at 0:12



Set Rendering Mental Ray


Rendering is an important process that we have our spectacular work get to the final shape. Rendering is the process of smuggling of 3D data, but also materials and lights in a visual form of 2D image. It's still a computationally-intensive process and rendering images may take up to move my whole day. We'll show you how to set the rendering to achieve visual quality and a reasonable time rendering.

to set rendering in 3ds Max to get by pressing "F10" or menu Rendering / Render Setup ..

Just in the first tab you set the size of Common Rendering in 1000 x 500 px. Next we move to the bookmarks tab Renderer and Sampling Quality - filter to select the type of Mitchell which allows us to be sharper rendering.


We walk to the Indirect Illumination tab and tab Final Gather - Basic tick Enable Final Gather. Turn on the calculation of global illumination using mental ray. FG Precision Presets slider will move to Medium. This slider gives us render quality, the higher the value the team will have better quality but longer render time rendering. This slider also have the window in which you mental ray Rendering renders images / Rendered Frame Window. Finally FG Bounces - number of reflections of light set to a value of 3


The window settings using slider you can control the quality settings.
Precision Image (Antialiasing) - quality smoothing
Soft Shadow - the quality of soft shadows
Precision Final Gather - quality global illumination
Glossy Reflections Precision - Quality reflections
Glossy Refractions Precision - the quality and transparency of the light refraction.

and finally sub-Trace / Bounces Limits where you control over the number of reflections:
Max. Reflections: the maximum number of reflections
Max. Refractions: the maximum number of fractures of the light (how many times the light may pass through the object)
and FG Bounces where you set the number of reflections of light - usually a value of over 3 no longer make sense because the result will be minimal.

At this point we see the end of this part. Me remains the only hope that you have mastered all the steps on the first try .. If you are inactive the final render as a compliment to send your picture in the comments. Thank you for your attention and we look forward to the next tutorial.

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