Learn an essential workflow to rendering with mental ray and techniques for fully utilizing the tools available inside 3ds Max to save time and see better results. Contains over 2 hours of project-based training for artists new to mental ray and experienced artists seeking a refresher.
This is my second tutorial.Lets create a Outdoor Daylight system using 3d Max.
first we have to add Daylight system, to do that go to create --> Lights -- > Daylight System.
Then you'l see dialog box appears, press yes. goto top view and click and drag , so first it'l draw a compass , once that finished we can drag out the sunlight source. Distance between light source and scene doesn't matter.
Now , it'l bounces off to motion panel.Under control parameters you can adjust the position of the sun. you can give real word measurements.
Step 5 :
Also you can give your location. click "Get location" , then you'll see "world map" window, from that select your location.
To modify shadow, select light source and go to modifier panel.Under general parameters, change the shadow type to "Shadow Map".Under shadow map parameters , change parameters as shown in the picture to yield high quality.
Step 7 :
To adjust parameters , you need to do via "Exposure Control", to do that , goto Rendering menu -- > Exposure control
To have a realistic scene , we can adjust these exposure control parameters, i used following parameters.you can try different combination of these parameters.
After adding environment maps and textures.Here is the final output of our scene.
This is a 3d max particle flow tutorial , i'm going to create lightning bolt effect using 3d max. Lets get started.
First go to particle flow.(Graph Editors----->Particle Flow or you can press 6). look at the following picture.
Right Click on the empty space , and goto "New"----->"Particle system "-----> "Standard flow". Rename basic standard flow, "PF_Source01" to "Lightning Bolt".Change Display type to "Dot".
Goto Birth event , change emit stop time 100 and make sure you click on "rate" radio button , set rate value to 30,000.In order to get better performance ,put a "Cache View port" operator into "Geometry" field.
Delete "Rotation " event and "Speed " event. Put "Shape" operator into global node by dragging "Shape" operator into "Render_Geomatry" field.
Right click on position icon ----> insert---->Position Object 01.Click on the "Add" button ,select geometry which ever you want( in my case its, tesla coil ,which is a simple torus ) .This will act as a originate point of our particle system.Hit play button , now you can see particles are emitting from our tesla coil.
Next, we need to add some forces. Goto , Create --> Space Warps --> Forces --> Wind & Drag. Add both forces into perspective view.Select both force icons and change co-ordination to (0,0,0) as shown
Select Wind force and goto modifiers panel and change the parameters as shown below. Strength - 3.5 ,Turbulence -4 , Frequency - 2.0 , scale - 0.2 .
Step 8 :
Select Drag force and goto modifiers panel and change paramters as shown below.on time - 0 , off time - 150, z axis Strength- 18
You can place your particle source(tesla coil) where ever you want. In this tutorial i use ( x=0, y= 100 , z= 200).
Then we have to link forces to our particle flow. To do that goto particle view ( press 6 ) , Right click on our Event_01---> Append --> Operator --> Force. Select force operator, on the right panel click on the add button , and select the two forces.
We don't want to remain our particle till the last frame, so append a "Delete " operator into our PF_Flow and change the parameters as shown below. Life span = 7, variation = 0.
Next , we need to create branches from our main Lightning branch, to do that right click on our main event---> Append --> Test --> Spawn.
Step 13 :
Select "Spawn " operator and change the parameters as shown below.
Do a Shift Drag to "Display" Operator and make a copy of "Display" Operator. Rename this event as "Branch".
Connect "Spawn event and our new Display Operator" .
Add a new "Delete Operator" to out Branch event, set the life span parameter to 1. To give more realstic look we can add second 'Wind" force and link with out "Branch_Event" as we did to our main event.
Step 17 :
Finally we have to add a Glow to our particle flow, to do that right click on our main event and goto properties. Give object ID as 1.
Step 18 :
Goto Rendering Menu --> Effects. Under Effects tab add "Lens Effects".
Under "Lens effects Parameters ", add a "Glow" ( select glow from left panel and click on the right arrow)
Step 20 :
Select "Glow', and then you'll see a new panel called "Glow Element" and change parameters as shown below.
Step 21 :
Under the "Glow Element" window goto "Options tab" , make sure that you have checked "Object ID" radio button. give Object ID value as 1 ( This should be same as the main event object ID)