Rendering Engines - Specific tools may depend on "Rendering Engine"
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1 Week 5 3DS Max, Cameras, Lighting and Materials Rendering - Process of turning geometry into pixels Rendering Engines - Specific tools may depend on "Rendering Engine" 1. Internal (3DS MAX) ART (Autodesk Raytracer) Default in MAX & Revit. Built for architecture/design Physically based (rules of physics) Minimal controls/tweaks Others Scanline Original engine. Fast. Arnold Best for complex renderings (character animation, effects, etc ) Quicksilver Draft-only. Very fast. 2. External (A360) - File submitted to The Cloud Not all tools (materials, lights, etc ) will function 3. Plug-Ins - 3rd Party software. Expensive V-Ray - MAX, Rhino, Sketchup Others - Brazil, Maxwell, finalrender Specific tools available may depend on "Rendering Engine" used Tools for the ART Renderer: 1. Cameras Physical Camera 2. Exposure Control Physical Camera Exposure Control (default) 3. Lighting Sun Positioner 4. Materials Physical Material
2 Render Commands "Render Setup" (F10) Main rendering settings. Common Tab Settings for all rendering engines (image size, etc ) ART Renderer Tab Rendering Quality Higher setting = Longer render times Noise Filtering Reduces/eliminates noise. May blur details. Using filtering with lower quality can reduce rendering times Rendered Frame Window Displays the previous rendering. Render Production Uses current target and Render Setup settings Render in the Cloud A360 Log-in. Stills, Panoramas, No animation. Cameras Physical. Behaves like a real camera Two objects - Camera and Target. Use Move transform (Gizmo, Type-in, Snap, Clone) to position Camera Viewport Dolly Moves camera toward/away from target along axis Orbit - Moves camera in sphere around target. Distance fixed. Truck Pan command. Also click and drag mouse wheel. Moves camera. Parameters Lens - Focal Length: Wide - <50mm Telephoto - >50mm Exposure - Adjusts amount of light to enter lens Target - Exposure Value (EV) More intense light needs a larger EV (Large EV=Squint) Exterior = 14-15, Interior = Adjust ±1 EV's at a time Manual - Camera Settings (ISO Film speed)
3 Lighting Concepts 1. Direct vs Indirect Direct Light (strikes surface directly) Indirect Light (reflected from another surface) 2. Types of Light objects Photometric - Based on physics. Standard - Non-reality, "artistic" lights. Exterior Lighting Sun Positioner (direct+indirect) Compass Rose Non-renderable helper object. Defines North 1. Click to place center of compass rose. 2. Rotate to orient north. Click to set. Light Move mouse up (or down) for distance. Click to set. Parameters (modify panel) Display North Offset Rotates compass Sun Distance Distance from model (compass) Sun Position Date & Time Time (daylight savings or not) and Day/Month/Year Location on Earth Click on City Name to access map or Latitude/Longitude Manual Use Move transform to position sun Environment Physical Sun & Sky Environment. Automatically assigned when Sun Positioner placed Must be active for Sun Positioner to work
4 Material Editor (M) - 2 Modes: 1. Slate Best for creating, single, complex materials (typically lots of mapping). One material at a time. Graphical interface 2. Compact ( Artist Palette ) Best creating and managing multiple materials Sample Slots (24), each with a Name, Type and Parameters Can have multiple, identically named slots (materials), only one in scene. Material Types Physical, Autodesk, others Physical Material Found under General rollout 1. Preset (template) Lays out preset parameters 2. Material Mode Standard Base color and reflections combined (Solids) Advanced - Base & Reflection colors separated (Metals, Glass) 3. Base Color and Reflections Color of material/reflections and Amount Roughness How shiny (mirror=0 to dull=1) Metalness - Quick metal/tweak of advanced settings IOR Index of Refraction (real physical setting of material) 4. Transparency Color of transparency and Amount Thin-walled For single faced surfaces
5 5. Others: Sub-Surface Scattering (translucency) Emission (self-illumination) Light energy transmitted Anisotropy Shape and angle of highlight. Basic Material Settings: Solid Use Standard mode (or Adv for more control over reflection) Base color - Amount = 1 + Swatch color Roughness Shiny = 0, Dull = 1 IOR = Transparency = 0 (color swatch doesn t matter) Transparent (non-glass) Use Standard mode Base color - Amount = 1 + Swatch color Roughness Shiny = 0, Dull = 1 IOR = Transparency = 1 (or less), Swatch = Base color (plus tweaks) Glass Use Advanced Base color amount = 0 (color swatch doesn t matter) Reflections = 1 IOR = Transparency = 1, Swatch = White (or color) Depth = Density of transparency (Deeper = more transparent) Thin-walled No refraction Metal Use Advanced or Standard + metalness Base color amount = 0 (color swatch doesn t matter) Reflection amount = 1. Reflection color = Metal color Roughness Mirror = 0, Brushed = 0.5, Dull = 1 IOR = 4 50 (Highly reflective, i.e. chrome) Metalness In advanced mode, for tweaks
6 Autodesk Revit Streamlined Interface Multiple materials, each with sub-templates 1. Material Specific Settings Type Within material type (i.e. different plastics) Color Finish 2. Finish texture bumps, etc 3. Ambient Occlusion, Round Corners Multi/Sub-Object (Works in any renderer, depending on sub-materials) Found under General rollout Material ID - Corresponds to ID assigned to geometry (faces) Can Mix n Match materials Working with Materials 1. Material/Map Browser - "Get Material" from: "Materials" (New blank material) - List of all available material types "Maps" (New blank map) - List of all available map types Autodesk Material Library Predefined Autodesk materials "Scene Materials" - Lists all materials in the scene "Sample Slots" - Slots in the material editor
7 Working with Materials 2. Material Explorer ("Rendering/Material Explorer") Manages all ASSIGNED materials in scene Can Drag and Drop currently assigned materials to: 1. Scene (objects) 2. Material Editor for editing 3. Open Material Library Create a Material Library - "Tools/Save Material as Library" 3. Material Libraries (in Material/Map Browser) Open (M/Map Browser) Drag to Material Editor or Scene New (M//M Browser) Drag from Material Editor to Library Entry Close to save - Right-click on name in M/M Browser Importing and Materials 3D Studio MAX (merge) Materials directly translate. Engine must be present Revit Autodesk materials. Directly translated. 3DS Only Standard, Standard material. Sketchup All surfaces get "Standard" material Materials depend on organization (layers): 1. If surfaces has no material = MAX assigns single "default" material 2. If all surfaces on a layer have same material = One material in MAX 3. If all surfaces on a layer have more than one material = 1 Multi-Sub Other File Formats Most other formats are geometry-only
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