- •Preface
- •About This Book
- •Acknowledgments
- •Contents at a Glance
- •Contents
- •Relaxing at the Beach
- •Dressing the Scene
- •Animating Motion
- •Rendering the Final Animation
- •Summary
- •The Interface Elements
- •Using the Menus
- •Using the Toolbars
- •Using the Viewports
- •Using the Command Panel
- •Using the Lower Interface Bar Controls
- •Interacting with the Interface
- •Getting Help
- •Summary
- •Understanding 3D Space
- •Using the Viewport Navigation Controls
- •Configuring the Viewports
- •Working with Viewport Backgrounds
- •Summary
- •Working with Max Scene Files
- •Setting File Preferences
- •Importing and Exporting
- •Referencing External Objects
- •Using the File Utilities
- •Accessing File Information
- •Summary
- •Customizing Modify and Utility Panel Buttons
- •Working with Custom Interfaces
- •Configuring Paths
- •Selecting System Units
- •Setting Preferences
- •Summary
- •Creating Primitive Objects
- •Exploring the Primitive Object Types
- •Summary
- •Selecting Objects
- •Setting Object Properties
- •Hiding and Freezing Objects
- •Using Layers
- •Summary
- •Cloning Objects
- •Understanding Cloning Options
- •Mirroring Objects
- •Cloning over Time
- •Spacing Cloned Objects
- •Creating Arrays of Objects
- •Summary
- •Working with Groups
- •Building Assemblies
- •Building Links between Objects
- •Displaying Links and Hierarchies
- •Working with Linked Objects
- •Summary
- •Using the Schematic View Window
- •Working with Hierarchies
- •Setting Schematic View Preferences
- •Using List Views
- •Summary
- •Working with the Transformation Tools
- •Using Pivot Points
- •Using the Align Commands
- •Using Grids
- •Using Snap Options
- •Summary
- •Exploring the Modifier Stack
- •Exploring Modifier Types
- •Summary
- •Exploring the Modeling Types
- •Working with Subobjects
- •Modeling Helpers
- •Summary
- •Drawing in 2D
- •Editing Splines
- •Using Spline Modifiers
- •Summary
- •Creating Editable Mesh and Poly Objects
- •Editing Mesh Objects
- •Editing Poly Objects
- •Using Mesh Editing Modifiers
- •Summary
- •Introducing Patch Grids
- •Editing Patches
- •Using Modifiers on Patch Objects
- •Summary
- •Creating NURBS Curves and Surfaces
- •Editing NURBS
- •Working with NURBS
- •Summary
- •Morphing Objects
- •Creating Conform Objects
- •Creating a ShapeMerge Object
- •Creating a Terrain Object
- •Using the Mesher Object
- •Working with BlobMesh Objects
- •Creating a Scatter Object
- •Creating Connect Objects
- •Modeling with Boolean Objects
- •Creating a Loft Object
- •Summary
- •Understanding the Various Particle Systems
- •Creating a Particle System
- •Using the Spray and Snow Particle Systems
- •Using the Super Spray Particle System
- •Using the Blizzard Particle System
- •Using the PArray Particle System
- •Using the PCloud Particle System
- •Using Particle System Maps
- •Controlling Particles with Particle Flow
- •Summary
- •Understanding Material Properties
- •Working with the Material Editor
- •Using the Material/Map Browser
- •Using the Material/Map Navigator
- •Summary
- •Using the Standard Material
- •Using Shading Types
- •Accessing Other Parameters
- •Using External Tools
- •Summary
- •Using Compound Materials
- •Using Raytrace Materials
- •Using the Matte/Shadow Material
- •Using the DirectX 9 Shader
- •Applying Multiple Materials
- •Material Modifiers
- •Summary
- •Understanding Maps
- •Understanding Material Map Types
- •Using the Maps Rollout
- •Using the Map Path Utility
- •Using Map Instances
- •Summary
- •Mapping Modifiers
- •Using the Unwrap UVW modifier
- •Summary
- •Working with Cameras
- •Setting Camera Parameters
- •Summary
- •Using the Camera Tracker Utility
- •Summary
- •Using Multi-Pass Cameras
- •Creating Multi-Pass Camera Effects
- •Summary
- •Understanding the Basics of Lighting
- •Getting to Know the Light Types
- •Creating and Positioning Light Objects
- •Viewing a Scene from a Light
- •Altering Light Parameters
- •Working with Photometric Lights
- •Using the Sunlight and Daylight Systems
- •Using Volume Lights
- •Summary
- •Selecting Advanced Lighting
- •Using Local Advanced Lighting Settings
- •Tutorial: Excluding objects from light tracing
- •Summary
- •Understanding Radiosity
- •Using Local and Global Advanced Lighting Settings
- •Working with Advanced Lighting Materials
- •Using Lighting Analysis
- •Summary
- •Using the Time Controls
- •Working with Keys
- •Using the Track Bar
- •Viewing and Editing Key Values
- •Using the Motion Panel
- •Using Ghosting
- •Animating Objects
- •Working with Previews
- •Wiring Parameters
- •Animation Modifiers
- •Summary
- •Understanding Controller Types
- •Assigning Controllers
- •Setting Default Controllers
- •Examining the Various Controllers
- •Summary
- •Working with Expressions in Spinners
- •Understanding the Expression Controller Interface
- •Understanding Expression Elements
- •Using Expression Controllers
- •Summary
- •Learning the Track View Interface
- •Working with Keys
- •Editing Time
- •Editing Curves
- •Filtering Tracks
- •Working with Controllers
- •Synchronizing to a Sound Track
- •Summary
- •Understanding Your Character
- •Building Bodies
- •Summary
- •Building a Bones System
- •Using the Bone Tools
- •Using the Skin Modifier
- •Summary
- •Creating Characters
- •Working with Characters
- •Using Character Animation Techniques
- •Summary
- •Forward versus Inverse Kinematics
- •Creating an Inverse Kinematics System
- •Using the Various Inverse Kinematics Methods
- •Summary
- •Creating and Binding Space Warps
- •Understanding Space Warp Types
- •Combining Particle Systems with Space Warps
- •Summary
- •Understanding Dynamics
- •Using Dynamic Objects
- •Defining Dynamic Material Properties
- •Using Dynamic Space Warps
- •Using the Dynamics Utility
- •Using the Flex Modifier
- •Summary
- •Using reactor
- •Using reactor Collections
- •Creating reactor Objects
- •Calculating and Previewing a Simulation
- •Constraining Objects
- •reactor Troubleshooting
- •Summary
- •Understanding the Max Renderers
- •Previewing with ActiveShade
- •Render Parameters
- •Rendering Preferences
- •Creating VUE Files
- •Using the Rendered Frame Window
- •Using the RAM Player
- •Reviewing the Render Types
- •Using Command-Line Rendering
- •Creating Panoramic Images
- •Getting Printer Help
- •Creating an Environment
- •Summary
- •Creating Atmospheric Effects
- •Using the Fire Effect
- •Using the Fog Effect
- •Summary
- •Using Render Elements
- •Adding Render Effects
- •Creating Lens Effects
- •Using Other Render Effects
- •Summary
- •Using Raytrace Materials
- •Using a Raytrace Map
- •Enabling mental ray
- •Summary
- •Understanding Network Rendering
- •Network Requirements
- •Setting up a Network Rendering System
- •Starting the Network Rendering System
- •Configuring the Network Manager and Servers
- •Logging Errors
- •Using the Monitor
- •Setting up Batch Rendering
- •Summary
- •Compositing with Photoshop
- •Video Editing with Premiere
- •Video Compositing with After Effects
- •Introducing Combustion
- •Using Other Compositing Solutions
- •Summary
- •Completing Post-Production with the Video Post Interface
- •Working with Sequences
- •Adding and Editing Events
- •Working with Ranges
- •Working with Lens Effects Filters
- •Summary
- •What Is MAXScript?
- •MAXScript Tools
- •Setting MAXScript Preferences
- •Types of Scripts
- •Writing Your Own MAXScripts
- •Learning the Visual MAXScript Editor Interface
- •Laying Out a Rollout
- •Summary
- •Working with Plug-Ins
- •Locating Plug-Ins
- •Summary
- •Low-Res Modeling
- •Using Channels
- •Using Vertex Colors
- •Rendering to a Texture
- •Summary
- •Max and Architecture
- •Using AEC Objects
- •Using Architectural materials
- •Summary
- •Tutorial: Creating Icy Geometry with BlobMesh
- •Tutorial: Using Caustic Photons to Create a Disco Ball
- •Summary
- •mental ray Rendering System
- •Particle Flow
- •reactor 2.0
- •Schematic View
- •BlobMesh
- •Spline and Patch Features
- •Import and Export
- •Shell Modifier
- •Vertex Paint and Channel Info
- •Architectural Primitives and Materials
- •Minor Improvements
- •Choosing an Operating System
- •Hardware Requirements
- •Installing 3ds max 6
- •Authorizing the Software
- •Setting the Display Driver
- •Updating Max
- •Moving Max to Another Computer
- •Using Keyboard Shortcuts
- •Using the Hotkey Map
- •Main Interface Shortcuts
- •Dialog Box Shortcuts
- •Miscellaneous Shortcuts
- •System Requirements
- •Using the CDs with Windows
- •What’s on the CDs
- •Troubleshooting
- •Index
Chapter 43 Using Render Elements and Effects 1037
In the Focal Parameters section, if you select the Custom option, then you can specify values for the Horizontal and Vertical Focal Loss, the Focal Range, and the Focal Limit. The Loss values indicate how much blur occurs. The Focal Range is where the image starts to blur, and the Focal Limit is where the image stops blurring.
Figure 43-27 shows a beach scene created by Viewpoint Datalabs. For this figure, the Depth of Field effect has been applied using the Pick Node button and selecting some leaves on the tree. Then I set the Focal Range to 100 and the Focal Limit to 200 and set the Focal Loss values to 10 for both the Horizontal and Vertical.
Cross- |
The Depth of Field and Motion Blur effects can also be applied using a Multi-Pass camera, as |
Reference |
discussed in Chapter 26, “Multi-Pass Camera Effects.” |
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Figure 43-27: The Depth of Field effect focuses a camera on an object in the middle and blurs objects closer or farther away.
Summary
Max’s render elements enable you to pick apart the rendering details of your scene. Render effects are useful, because they enable you to create effects and update them interactively. This gives a level of control that was previously unavailable. This chapter explained how to use render elements and render effects and described the various types.
In this chapter, you
Learned how to use render elements
Discovered how to apply render effects
Used the Lens Effects to create glows, rays, and stars
Worked with the remaining render effects to control brightness and contrast, film grain, blurs, and more
The next chapter delves into one of the advanced topics of 3D graphics — raytracing. It also covers the amazing mental ray rendering engine.
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Raytracing and mental ray
When computer-generated 3D images started to appear, it was the raytraced images that really got the wow factor. These
images were amazing in their clarity and perfect in reflecting and refracting light through the scene. Raytracing isn’t new in Max, but making sense of all the raytracing features can be confusing.
To help you generate raytraced scenes, you can use the mental ray rendering engine. This engine takes the rendering in Max to a new level, enabling you to render your scenes with amazing accuracy.
Raytracing in Max can be used with the Default Scanline Renderer using the traditional Raytracing materials and controls, or it can be enabled at the renderer level using the mental ray settings.
Understanding Global Raytracing
Settings
Using the Default Scanline Renderer, raytracing is added to a scene to be rendered by applying the Raytrace material found in the Material Editor. Applying a raytrace material to an object sets the local raytracing parameters for the object that the material is applied to, but other settings determine how the raytracing is applied globally to a scene. These settings are found in the Raytracer Global Parameters rollout of the Raytracer panel of the Render Scene dialog box, shown in Figure 44-1. You access it directly using the Rendering Raytracer Settings menu command.
Note |
The Raytracer Settings and Raytrace Global Include/Exclude options |
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in the Rendering menu are available only if the Default Scanline |
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Renderer is assigned in the Render Scene dialog box. |
44C H A P T E R
In This Chapter
Learning the global raytracing settings
Exploring the raytrace material
Using raytrace maps
Enabling the mental ray renderer
Understanding shaders
Creating caustic and global illumination lighting
1040 Part X Rendering
Figure 44-1: The Raytracer Global Parameters rollout includes raytracing settings that affect the entire scene.
Figure 44-2 gives you an idea of what is possible with the raytrace settings. The scene includes several simple spheres with a bumpy Raytrace transparent material applied. The image on the left was rendered without enabling Raytracing, and the image on the right has Raytracing enabled. Notice that the reflections are much more pronounced in the raytraced image.
Figure 44-2: This simple scene of transparent spheres was rendered without raytracing (left) and with raytracing (right).
Controlling the raytracer
Suppose you have a scene with two mirrors that face one another. If the raytracer is allowed to track the bouncing of light rays through the scene, then it never completes because some light rays would bounce back and forth off the mirrors and never end.
The Maximum Depth setting tells the raytracer how long to follow each ray, or you can set a Cutoff Threshold. (Lower numbers speed up render times at the expense of quality.) You can also specify a color (or select to use the background color) to use for rays that reach the Max Depth, which is useful for identifying lost rays. Lost rays are raytraced lines that don’t bounce as expected and can result in a less-than-accurate solution.
Chapter 44 Raytracing and mental ray 1041
Caution |
The movement of a ray through the scene depends on the face normals. If the normals are |
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flipped or pointing in the wrong direction, then the results are unpredictable. |
The Global Ray Antialiaser group includes a drop-down list with two options: Fast Adaptive Antialiaser and Multiresolution Adaptive Antialiaser. These two options open separate dialog boxes, shown in Figure 44-3. The Fast Adaptive Antialiaser is quicker than its partner and offers settings for Blur and Defocus. The Multiresolution Adaptive Antialiaser takes much longer than the other option, but you can limit it with the Threshold and Max Rays values.
Note If SuperSampling is enabled for a local raytracing material, then enabling a raytracing antialiasing option isn’t needed, and vice versa, unless you want to apply a blur or defocus effect.
Figure 44-3: Additional anti-aliasing settings are available by clicking the button to the right of the drop-down list.
The Options section includes settings to Enable Raytracing, enable Raytrace Atmospherics, Enable Self Reflect/Refract, and Reflect/Refract Material IDs. There are also options to render the objects contained within raytraced objects, to render Atmospheric effects within raytraced objects, and to enable Color Density and Fog Effects. The Show Progress Dialog and the Show Messages options let you see the progress of the raytracing engine along with any messages that the raytracing image may output. Figure 44-4 shows an example of the Message dialog box. This dialog box contains some useful information, including the total number of rays traced. From this info, you can determine whether the number of rays is too many or not enough.
Raytracing can take a long time, but the Acceleration Controls (opened by clicking the Acceleration Controls button), shown in Figure 44-5, offer you several raytracer options that can control the speed of the process. These settings override the existing settings. Before sending rays into the scene, the scene is subdivided into a tree of nodes called a voxel tree. The complexity of this voxel tree determines the how long the raytracing solution takes. The Face Limit is the number of faces to include in a voxel node before subdividing. The Balance value defines how the scene gets subdivided. The Max Division sets the size of the voxel subdivisions, and the Max Depth value limits how many times a subdivision takes place.
1042 Part X Rendering
Figure 44-4: The Raytrace Messages window outputs all the data from the raytracing engine.
Figure 44-5: The Raytracing Acceleration Parameters options control the speed of the raytracing by limiting the number of faces and divisions that must be processed.
Excluding objects
One of the easiest ways to increase the speed of the raytracer is to reduce the number of objects that it has to deal with. You open the Include/Exclude dialog box for raytraced objects using the Rendering Raytrace Global Include/Exclude menu command (or by clicking the Exclude button in the Raytracer Global Parameters rollout). From within this dialog box, shown in Figure 44-6, you can select objects to be excluded from the raytracer.
Figure 44-6: The Exclude/Include dialog box lets you select objects to be removed from the raytracer.