Rendering with mental ray and 3ds Max

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1 Rendering with mental ray and 3ds Max

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3 Rendering with mental ray and 3ds Max Second Edition Joep van der Steen Ted Boardman AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO Focal Press is an imprint of Elsevier

4 Focal Press is an imprint of Elsevier 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA Linacre House, Jordan Hill, Oxford OX2 8DP, UK 2010 ELSEVIER Inc. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, further information about the Publisher s permissions policies and our arrangements with organizations such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: This book and the individual contributions contained in it are protected under copyright by the Publisher (other than as may be noted herein). Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any liability for any injury and/or damage to persons or property as a matter of products liability, negligence or otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the material herein. Library of Congress Cataloging-in-Publication Data Steen, Joep van der. Rendering with Mental Ray and 3Ds Max / Joep van der Steen, Ted Boardman. 2nd ed. p. cm. ISBN Computer graphics. 2. Computer animation. 3. Mental ray (Computer file) 4. 3D studio. 5. Three-dimensional display systems. I. Boardman, Ted. II. Title. T385.S dc British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN: For information on all Focal Press publications visit our website at Printed in Canada Working together to grow libraries in developing countries

5 Acknowledgments Joep and I would like to acknowledge Steffen Roemer at Mental Images for keeping us on the straight and narrow technical path in regards to mental ray. Also, we d like to thank Chris Simpson and his staff at Focal Press for all the help in turning the pages we generate into a real book. Wrangling one author through the process of producing a book is difficult, but having two authors makes it three times as hard. Mostly, we thank you, the reader, for having enough confidence in Joep and me to purchase the book. Dedication Ted Boardman would like to dedicate this book to Sally Turner for over 30 years of companionship. v

6 Image created by Bryan K. Woods.

7 Contents Chapter 1: Getting Started with mental ray in 3ds max Introduction Getting started Setting 3ds max and 3ds max Design interface and defaults Switching defaults and user interface Units in 3ds max Setting display and system units in 3ds max Concepts Global illumination Direct light Bounced light Environment light Shadows Materials and shaders Final gather Photons Exposure control Ambient occlusion Gamma correction Companion website 9 Chapter 2: Rendering with mental ray Introduction Gamma correction Indirect illumination Final gather Global illumination Ambient occlusion Render presets Gamma correction Enable gamma correction Indirect illumination Final gather Exterior scene Enabling final gather Render Frame Window Render Preset 20 vii

8 Contents Image Precision (Antialiasing) Area to Render Trace limits Monochrome button Final gather Interior daylight Interior scene with direct light Final gather with bounces Global illumination Interior daylight Enabling global illumination Systematically increasing Photons per Sample and Radius GI and FG combined Applying final gather to a global illumination scene Ambient occlusion Render presets 47 Chapter 3: mental ray and lights Introduction Standard lights Rendering in mental ray with standard lights Standard lights with shadows Mixing standard lights and photometric daylight Photometric lights Target photometric lights Adding and adjusting photometric lights Sky portal Channeling daylight with a Sky Portal Sky Portal Sky Portal and scene environment Sky Portal artifacts Daylight system and Physical Sky shader Creating a scene using the mr Physical Sky shader Placing a Daylight system with Physical Sky background Haze and clouds Adjusting the haze in the sky Using a background image 71 Chapter 4: mental ray and materials Introduction Arch & Design material Arch & Design templates Setting Arch & Design templates Controlling reflections BRDF control of reflections 81 viii

9 Contents Self-illumination Self illuminating headlights Cutout maps Cutout maps for transparency Ambient Occlusion Ambient occlusion for contrast Round corners with Arch & Design materials Arch & Design round corners Car Paint material Fancy paint for the hot rod Experimenting with Car Paint material ProMaterials Multiple materials on single objects Multi/Sub-Object material type Material ID numbers Multi/Sub-Object material Masking techniques The Blend material Adding a Mask map to Blend material Utility Bump Combiner Masking glossiness and reflections at the map level Combining bump maps in Arch & Design material 107 Chapter 5: mental ray and shaders Introduction Material/Surface shaders Landscape shader Applying and adjusting a Landscape shader Water surface shaders Materials for a water surface Adding bumps for waves Stain Underneath Water shadow Water Surface Shadow shader Multi/Sub-Map A different use of Multi/Sub-Map shader Volume shaders Submerge shader Applying a Submerge shader Parti Volume shader Parti Volume shader to define a volume mr Shader Element Ambient Occlusion shader element mr Shader Element creates an external file 133 ix

10 Contents 5.5 Camera shaders Mist shader Applying and adjusting a Mist shader Shader list A Shader list to hold multiple shaders Beam shader Adding a Beam shader to the Shader list Night shader Using a Night shader to fool the eye Hidden shaders 145 Chapter 6: Special effects Introduction Materials and shaders effects Animated maps Accurately sizing an animated mask map Using animated maps as masks Masking the Blend material mental ray material and Material to Shader map D Displacement with Blend material in mental ray Lighting effects Caustics effects Reflective caustics Refractive caustics Volumetric effects Adding volume to blinking lights Rendering effects Atmospheric effects Fire Effect 3D clouds Motion blur effect Enabling motion blur object properties Enabling motion blur in the renderer Fast Rasterization for rendering efficiency More motion blur Depth of field Depth of Field (mental ray) Depth of Field (mental ray) in the real world Contour rendering Contour renderer component Contour material component Contour Composite (contour) shader Contour material shaders 194 x

11 Contents Matte/Shadow/Reflections shader Viewport background Environment background Matte/Shadow/Reflections (mi) material Product rendering against a white background Viewport effects Introduction to mr Proxy objects Geometry proxy Creating a mr Proxy Creating multiple proxies at once Using mr Proxy in Particle Flow 212 Chapter 7: Revit and mental ray Introduction to Revit FBX import FBX tips Import FBX file Scene troubleshooting ProMaterials ProMaterial type A look at ProMaterials Imported ProMaterials Imported ProMaterials ProMaterials can be inflexible Large scenes Efficiency Objects and polygons Coordinate systems Centering a scene on the 3ds Max origin Camera composition Rule of Thirds Camera shots Architectural animation Camera motion and scene editing Camera motion Scene editing Flicker-free animation Flicker reduction for animation 239 Summary 240 Index 241 xi

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