Lighting Techniques 1
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1 STEP 1: open your Class-05 Max fi le _ main menu / Customize / Units Setup _ set Display Unit Scale as shown in Image 1 _ set Lighting Units to: American STEP 2: select Daylight.01 _ command panel / modify _ make sure Sunlight & Skylight are set to mr Sun & mr Sky _ click on Manual (this will allow you to move the Daylight manually using the move tool) 1 (checklist item #1) STEP 3: right-click in the top viewport _ move the Daylight to shine in through the East windows STEP 4: change the lower right viewport to Camera001 _ render Camera001 3 save the Max fi le in your folder as your initials-class-06.max 4 2 (checklist item #2) 1
2 STEP 5: press shortcut key 8 _ make sure mr Photographic Exposure Control is on _ set the Exposure Value as needed (the lower the value the brighter) _ render Camera001 (checklist item #3) varies Photometric Lights (Free Light) STEP 6: make the top viewport current _ command panel / create / lights / photometric _ click on Free Light STEP 7: place a free light as shown in image 7 STEP 8: command panel / modify _ change the shadows to mental ray Shadow Map 7 place free light (checklist item #4) 2
3 STEP 9: under Light Distribution set the type to: Uniform Spherical _ under Intensity click on: FC at _ set the fc = 500 _ set the at = 10 0 STEP 10: from the main toolbar click on move _ right click on move _ enter 12 for the Absolute: World Z Height _ render Camera001 STEP 11: from the command panel rename the light to: General Light001 _ from the top viewport with the move tool active _ hold down the Shift key _ click & drag on the Red X arrow to clone the light 9 (checklist item #5) 11 hold shift _ click & drag STEP 12: from the Clone Options pop-up under Object select Instance _ click OK _ select both lights _ hold down the Shift key _ click & drag on the Green Y arrow to clone the lights as shown in image
4 STEP 13: render Camera.01 STEP 14: select one of the lights _ hold down the Shift key _ click & drag _ from the clone options pop-up select Copy _ rename the light Mezzanine Light01 _ Click OK _ position the clone at the fi rst recess can hole in the mezzanine (lower left) 13 STEP 15: from the main toolbar click on move _ right click on move _ enter 13 for the Absolute: World Z Height _ render Camera001 STEP 16: make the top viewport current _ select the mezzanine light _ main menu / tools / array _ enter 5 for the X _ enter 3 for the Count _ select Instance for Type of Object 15 (don t click OK yet, we need the Y direction)
5 STEP 17: under Array Dimensions click on 2D (2nd direction) _ enter 3 for the Count _ enter 10 _ for the Y _ click on Preview _ click OK STEP 18: from the main menu set the Selection Filter to: Lights STEP 19: select all of the mezzanine lights _ use the Shift + Drag to clone the lights to the west side of the mezzanine _ from the Clone Options pop-up select Instance _ delete the light in the elevator opening 17 STEP 20: set the Selection Filter back to: All _ render Camera001 _ during rendering expand the Rendering pop-up _under Scene Statistics: look at the Light & Shadow count 19 Lights: 23 (total) Shadow Mapped: 21 (interior lights) Ray Traced: 2 (Daylight System - Sun & Sky) The more lights the longer it takes to render _ around 20 lights total should be the maximum (checklist item #6) 5
6 STEP 21: render Camera001 (note: to stop the light from shining through the ceiling to the roof you will need to make a box in 3DS max that covers the ceiling and can be used as the floor above) STEP 22: from the main toolbar click on Select by Name STEP 23: select the Roof STEP 24: type M to bring up the Material Editor _ from the material editor main menu under Options un-check Propagate Materials to Instances
7 STEP 25: click in an unused material slot (no triangles in the corners) _ from the main toolbar _ click on Get Material button STEP 26: from the Material / Map Browser double click on: Arch & Design Diffuse color STEP 27: name it: Roof _ click on the Diffuse Color swatch _ change the color to White _ click OK STEP 28: under Reflection: change the Refl ectivity = 0 _ change the Glossiness = varies
8 STEP 29: from the Material Editor click on the Assign Material to Selection button 29 STEP 30: from the main menu click on the First Teapot (Render Setup) _ from the Common tab under Output Size set the Width & Height to: 2000 x 1500 (pixels) _ (note: for your midterm you can use any image aspect you desire) under Options click on Force 2-Sided STEP 31: scroll down _ expand the Assign Renderer tab _ Production Renderer should be set to mental ray Renderer STEP 32: render Camera001 _ save the fi le in your class-06 folder as: your initials-class-06.jpeg Save the 3DS MAX file in your folder as: your initials_class-06.max 31 (checklist item #8) 30 (checklist item #7) 32 8
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