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TUTORIALES Y TRUCOS

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Haciendo Interior Scene. First of all have to create help lines in Adobe Photoshop (using line tool) to set the perspective of the image. These lines should meet in one point. Open 3d Studio Max Now open Views -> Background view (shortcut ALT+B), it will allow You to select Viewport Background. Choose the reference file from hard disk and press ok. Now You have to change render output in rendering menu to match the resolution of reference file (in our case 1025 x 819 ). Now in your selected viewport rightclick in top-left corner and select show safe frame. Next let's create a simple box in scene. This box will be a modeling base for our room. Create Vray Physical Camera in the left corner of the box. Matching camera isn't easy task. Renderizar Canal Alfa. Interior comisaria: ambient occlusion y brute force???? - Página 2. Uso de V-Ray Iluminación y Oclusión Ambiental para la Visualización Arquitectónica Interior | CG.CreativeFan. When lighting a space remember that the goal is not to see everything, but to make it look attractive and inviting.

In this tutorial you’ll learn some of the basic steps using V-Ray lighting and ambient occlusion passes in Mental Ray to achieve realistic and appealing lighting effects for interior architectural visualization. You’ll see how to create lights for interior lights, as well as how to address lighting from outside the scene. You’ll also see how to progressively enhance the lighting in a scene, as well as how to use ambient occlusion and also assemble all the passes in Photoshop. Let’s get started. Tools Used: 3D Studio MaxV-RayMental RayPhotoshop Final Image Preview: Before we get into lighting I want to go over the render setting I normally use when rendering in 3DS Max 2009 with V-ray 1.5 Environment Settings: Press 8 on your keyboard to bring up the “environment and effects” window. Test render settings: Press the F10 key to bring up the “render setup” window.

Whatever you like. Trazart - Vray. Índice VRay es uno de los únicos motores de render que cuenta con 4 algoritmos distintos para el cálculo de la Iluminación Global (5 si sumamos el de iluminación directa), permite además usar 2 algoritmos diferentes uno para cada uno de los rebotes de luz (los primarios - primer rebote - y los secundarios - todos los demás), y a eso sumale los shaders, luces, cámaras, todos y cada uno de ellos con muchos parámetros de configuración muy delicados. Fue creado por dos búlgaros, Peter Mitev y Vladimir Koylazov (por este último es que lleva la V de VRay). Los motores de render Unbiased y Biased Existen dos tipos de motores de render: los llamados Unbiased y los Biased. Del inglés Biased se podría traducir como parcial, es decir que calculan parcialmente la información de la escena y luego mediante diferentes criterios estiman o interpolan el resto.

Las ventajas son que tienen pocos parámetros para configurar, son más intuitivos y el resultado es muy realista. Mapeado de fotones - Photon map. Modelado y Representación de una escena interior con 3ds Max y Vray - Día 1. Since we're aiming to make a realistic interior scene, the scale of the objects is very important. To keep things accurate, go to Customize > Units Setup and select the Metric system, and then choose Centimeters from the drop-down. Throughout this tutorial I'll be giving you the values that I used in the scene, however don;t feel you have to match these exactly! Go into the Top View and create a rectangle ( Length:540 cm , Width:450 cm) . Right click on the rectangle and go to Convert to > Convert to Editable Spline.

While you still have the rectangle ( which is now editable as a spline ) selected, go to your Modifier tab , go into sub-object mode ( click the small plus sign) and select all 4 splines. Tip: this is a very common technique when creating the 2d layout of the walls. Right click on the rectangle, and go to Convert to > Convert to Editable Poly. Create a box ( L:370 cm , W: 50 cm, H:225 cm ) and move it so that it intersects one of the walls, as seen in the pic below. La construcción de una estación de trabajo para gráficos por ordenador.

The most popular benchmark that is used in majority of the processors' reviews is called Cinebench. It is based on Maxon's Cinema 4D software, a popular 3D program used by many studios. This will use all of the processing power to render a 3D scene with global illumination and reflections. TIP: You can download Cinebench version 11.5 here. This test will give You the best answer when it comes to the rendering speed. I have gathered all the scores below from internet reviews. The results include processors at their stock speeds (not overclocked in any way). I have also put the latest prices in USD (source: amazon.com). As we can see, the most powerful ones are the latest intel's processors. If money are not an issue and you want even faster stuff, you should consider a server-grade motherboard which supports dual CPUs. The fastest models are E5-2690 and E5-2687W and their cost is around 2000 $.

Choosing mainboard Graphics card Which graphics card should we choose? Summary 1. Total cost: 620 $ Texturado avanzado en tiempo real con 3D Studio Max 2010 | Xix Games Studios. New game based on Box2D physics enginedifferent game mechanics Game! , with 6 worlds full of minigames, graphics made by hand, animations and lot of physics puzzles more info » * Compatible with iPhone, iPad and iPhone. Modelado y Representación de una escena interior con 3ds Max y Vray - Día 2.

Step 1 Open your scene from the first part of this tutorial, we'll carry on from there. As you notice in the final image above, I've added a candle and a coaster under the wine glass using very basic modeling as you can see in the image below. The techniques are the ones you've learnt from the previous part.

Step 2 Set V-ray as your main render engine. We are going to set some test render settings. Go to the V-ray tab and change the settings to those seen below, and then enable the V-ray Frame Buffer. Info: The Adaptive DMC Image Sampler is what you'll use 95% of the time if you're a V-ray user. Note: Just before we begin, make sure you know how to see the maps in the viewport, by toggling on the Show map in viewport option shown below. Step 3 Go to the Indirect Illumination tab. Info: You can make your own presets with these values.

Step 4 - The Walls Because by now you should already have an idea of the color of the the walls, there is no point in making test renders with gray walls. Step 5. Escenas Montañosas en 3D STUDIO MAX | www.3dimens.org Portal Creativo 3D Noticias Tutoriales Recursos... y mucho más. Una vez tenemos el modelo, vamos a crear preparar la textura. Para que veais aprecieis mejor las texturas, vamos a aplicarla a dos modelos distintos, un modelo con un relieve mas suave y otro un relieve mas destacado. Tambien vamos a crear dos tipos de texturas, una para paisajes montañosos con nieve, y otro con zonas mas verdosas. Empezaremos creado un material tipo Mezcla. Pulsamos en mascara y asignamos una imagen en blanco y negro que determinara la zona para la nieve y para rocas. En la imagen de mas abajo podeis ver un ejemplo de la imagen que he empleado. Ahora pulsamos en material 1, para crear la textura de la zonas de nieve, en este material, activaremos el nivel espectacular, creado una textura celular, y activaremos tambien el relieve, creado un mapa de relieve mixto, tal como podeis ver en la imagen de mas abajo.

El material 2, que simulara las rocas, lo crearemos con un mapa difuso de tipo ruido, y un mapa de relieve, tipo mixto, tal como se ve en la imagen de más abajo. Tutorial para 3D Max, nº1. Cómo hacer objetos con multimaterial en 3D max | Tutorial vray VRayShadows params. • On: Activa o desactiva el uso de la luz. • Double-sided: Permite activar la iluminación en ambas caras de cada vraylight. • Invisible: Hace invisible el objeto emisor de luz (vraylight) para la escena. • Ignore light normals: Si lo desactivamos la luz se emitirá en la dirección de las normales del objeto. • Normalize intensity: Por defecto activada permite que la intensidad de luz sea trabajada en watios por metro cuadrado.

Desactivando esta opción el multiplicador de luz define la intensidad total en watios de la fuente luminosa. • No decay: Al tener activada esta opción las luces no trabajan en medidas físicas reales de potencia. • Color: Selecciona el color que será proyectado por la luz. • Mult.: Multiplicador o intensidad proporcionada por la luz. • Skylight portal: Esta opción desactivara el multiplicador manual de las luces, siendo sustituido por la intensidad de la luz que asignemos al entorno o Gi enviroment. • Type: Especifica la forma del emisor de luz. • Sampling:

Ayuda, por favor!!. Como mejorar Iluminación Vray Interior. Render To Texture. Lista completa de atajos del teclado para Windows 7. 3ds Max Help: Render to Texture: Output Rollout. ¿Cómo puedo optimizar la velocidad de render en 3dmax?. 3D Studio Max. Son varias cosas las que ha que tratar. ¿De que depende la velocidad de render? Unicamente del procesador (excepto en motores con tecnología CUDA) y la cantidad de RAM. Todo lo demás no influye, pero en ocasiones, a pesar de tener un pedazo pepino como el tuyo, los renders no tardan menos. En ese caso seguramente esté limitado por la configuración del sistema o del renderizador. ¿Como optimizo el equipo? Primero le haremos un benchmark, para ver si el rendimiento es el que corresponde con el hardware, puedes usar Cinebench de Maxon, a mi me gusta mucho, te hace comparativas con equipos similares. Según el resultado, si la puntuación corresponde con el hardware, digamos que tengo un Quad Core y me sale una puntuación de 3, entra dentro de lo normal, por lo que no es un problema ni del sistema operativo ni del hardware.

Llegados a este punto, es muy probable que sea un problema de la configuración de la escena de V-Ray. V-Ray DMC Sampler. Introduction In this tutorial I will focuse on giving you the basic technical background of DMC sampler, but before we go into any technical details about DMC sampler, we will go over alternative sampler integrated in VRay, Adaptive Subdivision sampler. I won't be mentioning fixed sampler technique since it's pretty straight forward and in case you don't know how Fixed sampler works, it will be easy to figure out from gained knowledge. Adaptive Subdivision sampling is a technique used in almost every other biased render engine on market. It's relatively old technique and behaves very good in most of the cases. It will give you clean and well sampled image, it's perfect for rendering still images, but compared to DMC sampler it usually oversamples image in places where you can make it even with lower number of glossy reflection samples (for example).

Sampling process, Adaptive sampling Common thing about all biased engines is that most of them are adaptive. Subdivision sampler Conclusion. Sistema. Raycaster parameters Here you can control various parameters of V-Ray's Binary Space Partitioning (BSP) tree. One of the basic operations that V-Ray must perform is raycasting - determining if a given ray intersects any geometry in the scene, and if so - identifying that geometry. The simplest way to implement this would be to test the ray against every single render primitive (triangle) in the scene. Obviously, in scenes with thousands or millions of triangles this is going to be very slow. To speed this process, V-Ray organizes the scene geometry into a special data structure, called a binary space partitioning (BSP) tree. Static - all geometry is precompiled into an acceleration structure at the beginning of the rendering and remains there until the end of the frame. Dynamic memory limit - the total RAM limit for the dynamic raycasters which store dynamic geometry like displacement, VRayProxy objects, VRayFur strands etc.

Left - the stamp is placed on the left of the image.