![]() I use the MR Arch and Design Shader for almost all of my materials. Next we are going to create some materials. This may not sound like much, but proportionally it's a 45% increase in render time. Render time goes from 11 seconds to 16 seconds. But since this object is mostly black plastic, this is not really going to be visible. If you compare the two images, there is the slightest increase in illumination at the right side of the image. Another setting to experiment with here is the number of Diffuse bounces. For almost any other setting, two bounces are all you need visually and this will keep render times down. If you have one mirrored surface facing another and you want to see reflections off to infinity, increase these settings. Under Trace Depth, set Depth, Reflections, and Refractions to 2. Drag the slider to set FG Precision to "Low". Under the Indirect Illumination tab check Enable Final Gather. Set the Coordinates from Texture to Environ and Choose Spherical Environment as the Mapping type (Fig.06). Drag the map from the slot in the Sky Light to an empty material editor slot and choose Instance. zip file, but you can find it and two other free HDRI images from. I have loaded "Dock_Sphere.hdr" into the map slot. You can just set it up to use a colour, or you can load a map. It doesn't matter where you put it just click in the viewport somewhere. Please note: This has pretty bad aliasing along the edges, but we'll fix that later (Fig.04 & Fig.05).ĥ. Go to your Render Dialogue Box, and make sure you have the Mental Ray Renderer selected. Under "Spotlight Parameters" set Hotspot: 87 and Falloff: 96. Check to turn on Shadows, and drop down and choose "Raytraced Shadows" Under "Intensity/Color/Attenuation", check to use Far Attenuation and set Start: 100 and End: 200. After playing with the settings a bit, I set the spotlight with the following parameters. This will maximize your shadows and make the scene more interesting. A good rule of thumb for light positioning is to place it directly opposite the object from the camera. Create a mr Area Spot light and position it as shown. Now increase the size of the plane and move it along the XY so that it fills the viewport. Use Ctrl + C to create a camera from that perspective view (Fig.02).ģ. While it's not necessary to work within Action and Title safe when you are not working on broadcast television footage, it still is a good reference to frame the shot. Tumble, Pan, and Zoom around the model until you get a view you are happy with. Right click over the perspective label at the top left of the viewport and choose "Show Safe Frame". Hit P to make sure you are in a Perspective viewport. Select PinBox, and rotate it 90 degrees on the Y axis (Fig.01). zip file here and open "pinbox_animated.max". ![]() If you didn't complete the tutorial, you can download the. We're going to start by picking up where we left off in the Animation tutorial.
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