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 Skill Level: Beginner to Intermediate  Time to Complete: 20 Minutes Application: 3ds Max 6 and later  Introduction: This tutorial will guide you to achieving a fairly realistic open water effect which can even be animated, using the ‘Ocean’ shader from the Lume Library. Set Mental Ray as the rendering engine. Hit F10 to bring up the Render Setup dialogue box. Go to the Assign Renderer rollout in the Common Tab. Open it and s et Mental Ray as the Renderer ( Fig.01).

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Skill Level: Beginner to Intermediate Time to Complete: 20 Minutes Application: 3ds Max 6 and later Introduction: This tutorial will guide you to achieving a fairly realistic open water effect which can even be animated, using the ‘Ocean’shader from the Lume Library.

Set Mental Ray as the rendering engine. Hit F10 to bring up the Render Setup dialogue box. Go to the Assign Rendererrollout in the Common Tab. Open it and set Mental Ray as the Renderer (Fig.01).

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Fig.01

Go to the Units Setup dialogue box under Customize Menu. Set Metric as the Display Unit Scale and Meters as the

default unit (Fig.02). 

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Fig.02

Create a Plane at the origin with dimensions of 10 m x 10 m. Set Scale to 10 under Render Multipliers. Rename it as‘Water Surface’. Create a Target Direct light (under Standard Category) and place it at X = 2 m, Y = 4 m and Z = 6 m.Place the Target of the light at X = -1.5 m, Y = 0 m and Z = 0.75 m. Set Shadows to Ray Traced Shadows. Check‘Overshoot’ under the Directional Parameters. Create a Target Camera and place it at X = -7 m, Y = -9 m and Z = 6.25m. Place the Target of the Camera at X = -0.175 m, Y = -1.125 m and Z =- 0.9 m.

Hit M to call up the Material Editor. Click on the ‘Standard’ button on the top right hand corner. The Material / MapBrowser opens and select ‘Arch & Design (mi)’ (the top most entry) as the material type*. Rename the material as ‘WaterSurface’ and assign it to the plane (Fig.03). 

Fig.03

Under ‘Main material parameters’ change Color in the Diffuse section to R = 0.439, G = 0.522 and B =  0.486. Set

Reflectivity to 0.7 in the Reflection section (Fig.04). 

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Fig.04

Open the ‘Special Purpose Maps’ rollout and click the button next to the Bump parameter. The Material / Map Browser opens. Select ‘Ocean (lume)’ as the bump map (Fig.05)

Fig.05

Set the parameters of the ocean shader as follows (Fig.06):Largest = 0.25mSmallest = 0.005mQuantity = 5Steepness = 6.25Plane Distance = 25 mDirected = YesDirection angle =150

Wave Speed = 0

� Flats = No 

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Fig.06

Hit 8 to call up the Environment and Effects dialogue box. Click the Environment Map button under the Background

section. The Material / Map Browser opens. Select Gradient (Fig.07). 

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Fig.07

Hit M to call the Material Editor. Drag the Gradient map created to an unused slot of material editor. Check ‘Instant’ radiobutton (Fig.08). 

Fig.08Open the ‘Gradient Parameters’ rollout and set following parameters (Fig.09):

Colour#1: R = 242, G = 245 and B = 253Colour#2: R = 107, G = 130 and B = 248Colour#3: R = 194, G = 191 and B = 183Colour 2 Position: 0.2

Under the Coordinate section check ‘Environ’ and select ‘Spherical Environment’ in the ‘Mapping’ drop down list. This replacesdefault ‘Screen’ projection (Fig.10). 

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Fig.09 Fig.10 Hit F10 to call Render Settings dialogue box. Set the Output Size to 35mm 1.66: 1 (cine). Set the Width and Height to1024 x 614 (Fig.11). 

Fig.11

Set the active view to Camera 01. Turn off any Final Gather or GI and hit F9 to render the camera view (Fig.12). 

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Fig.12

In case you need to use FG or GI or both, for example, in conjugation with mr Physical Sun & Sky, set the Diffuse Levelunder Diffuse section to a lower value, such as 0.25 or so. In reality, the water has no diffuse characteristics; it is seenonly due to the light that is reflected from and refracted through it. Higher Diffuse values cause water surface to be overlit when trying to simulate the reality using FG or GI. For any surface, the following relationship exists: Diffuse +Reflection + Refraction = Total Light Remitted from the surface. This is in agreement with the first Law ofThermodynamics which states that the total energy received by the surface is the sum of that absorbed and transmitted.Thus, no light is permitted to be created spontaneously. Camera View Rendered: Arch & Design (mi) Material is available only in Mental Ray 3.5 and later (i.e. 3ds Max® 9 and later). If you are usingolder versions follow this alternate procedure:

Select ‘Architectural’ (1st entry from top) as the Material Type from the Standard button. Enter the R = 112, G = 133 andB = 124 values for the diffuse colour and 75 for the ‘Shininess’ under ‘Physical Qualities’ Rollout. Assign a Ocean (lume)shader with the same parameters to the ‘Bump’ Slot in ‘Special Effects’ Rollout.