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VRay Tutorial - Studio Lighting Explained (3ds Max + V-Ray)

VRay Tutorial - Studio Lighting Explained (3ds Max + V-Ray)
V-Ray Tutorial - Studio Lighting (3ds Max)Free 3ds Max + V-Ray Tutorials by CG Artist, Géza Kádas CGIndia Feature In this tutorial i will tell you the method of studio lighting. For the rendering i used Vray 1.5rc3, the latest version of the program. The main parts of the tutorial are : -Making the environment -Placing the lights -Setting up Vray for tests -Shaders -Setting up Vray for final rendering -Postwork in Photoshop MAKING THE ENVIRONMENT The environment is pretty much simple. We will use a Turbosmooth modofier on the plane, but to controll the way of smoothing we have to chamfer a few edges before. Now we are able to use the turbosmooth with 2 Iterations. Copyright © 2005-08 CGIndia.Org. Related:  3ds max3ds max1

Tutoriels | ZEROABSOLU Allez hop! dans la foulée, voila comment utiliser le cache de particules de Krakatoa, ainsi que le Loader (chargeur) de cache. En deuxième partie du tuto on jettera un œil rapide sur les paramètres du PRT loader (chargeur de partitions) ainsi que sur le MagmaFlow Editor qui permet de changer à la voler des données propres aux particules avant quelles ne soient envoyée au moteur de rendu Krakatoa. Pour la version HD, c’est par ici: [ Contenu accessible aux utilisateurs enregistrés uniquement ] Enregistrez vous ici Lire la suite... (& voir le tutoriel)

TUTORIEL EN COURS : Les différentes maps de ZBRUSH 4R3 vers 3ds Max Désolé, seuls les membres enregistrés peuvent participer. Posté le 09/04/2014 à 13h 07mi 14s Lecaramel : Un Club ZBrush & Co en ligne ? Posté le 27/03/2014 à 22h 37mi 05s Lecaramel : Apéro ZBrush ! Posté le 18/03/2014 à 21h 13mi 40s G-Lee : Lecaramel si tu me lis, regarde tes MP please Posté le 12/03/2014 à 11h 39mi 28s yannoch : Salut le Zamis ^^ Posté le 10/03/2014 à 17h 49mi 09s Phil : mp Posté le 10/03/2014 à 15h 48mi 18s Poppiz : il est possible de changer de nom sur le forum ? Posté le 10/03/2014 à 15h 48mi 02s Posté le 08/03/2014 à 19h 43mi 22s Posté le 28/02/2014 à 18h 56mi 51s Resh : Même sans jouer au jeu de plateau ni connaitre l'univers sur le bout des doigts je pense que je peux dire oui Posté le 28/02/2014 à 18h 34mi 56s Jaywyr : Salut tout le monde, il ya des fan de Warhammer 40k ici? Posté le 11/02/2014 à 00h 52mi 33s Kenshiro : C'est fou comme zremesher fait le boulot des fois Posté le 01/02/2014 à 03h 07mi 08s Posté le 31/01/2014 à 23h 45mi 11s Posté le 28/01/2014 à 06h 54mi 43s

Rendering walk-through animations In this tutorial we will render a walk-through animation of a static scene, where nothing but the camera moves. We will use global illumination to light the scene, which makes the task somewhat complicated. GI is usually too slow to calculate from scratch and with sufficient quality for each frame of the animation. To optimize this process and save rendering time, we can use the fact that the scene is static and the camera is the only thing that moves. Most of the GI solutions used in V-Ray (irradiance map, photon map, light cache) are either fully or partially view-independent, and we can use this fact to reduce rendering times. For this tutorial, we will use the irradiance map as a primary GI engine, and the light cache as a secondary engine. 1.1. The light cache doesn't look bad, but we will need to calculate it for the entire walk-through animation, and not for a single frame only. 1.14. 1.15. 1.17. 1.21. Now we have to determine a good Sample size for the scene. 1.22. 1.23. 1.24.

Illumination Tutorial for Industrial/ Product/ Furniture Design This tutorial was created by the Florence Design Academy. On the F.D.A. gallery ( you can see a few examples of designs of our students who have used this technique. Since our students need a effective way to display their concepts and ideas, our teachers have developed many tutorials in order to give them an additional tool that every designer should have. This tutorial explains all steps to illuminate an object with a technique which simulates the illumination techniques of a photo studio. Before we begin it is very important to inform you that we will use "Mental Ray" as render engine (version 8 and 9 of 3D Studio Max). Mental Ray is a very stable render engine and it allows you to have very realistic renderings. The color that you should assign to the environment-object (the room) should be white like the walls of a photo-studio ! Let's do the first steps for an environment-object.

CG Files - Vray Color bleeding Vray Color bleeding This time ill show you a couple ways to get rid of the color bleeding in Vray. First of all what is color bleeding? somethimes this is a effect we want, but not always. Before we begin, lets show our start image : As you can see we have a simple scene you can download it here: StartScene This contains a Floor, a Wall and a Ceiling and a direct light And rendered using Very low settings for IR and Lightcashe So lets change the floor color to a red one (RGB 255,0,0). and render it. so here is the result: As you can see Whowwww red So that is a perfect example to show you a couple of ways to correct this: Methode 1 : Adjusting the GI saturation first is changing the renderer. in Vray goto the “Indirect Illumination (GI)” tab. So you can see as we lower the saturation value we can controle the color bleeding. but also see what it does to the overall images (compared to the start the wall and ceilding ar much darker). Methode 2 : Per material GI adjustments Cheers

tutoriel 3ds max | French School of CG Voici notre dernier tuto 3ds Max et disponible ici: Dans ce tuto en vidéo dédié à 3ds Max, vous apprendrez à modéliser le logo des XGames. Cette formation vous permettra de constater qu’il ne faut pas très longtemps pour créer des objets et des rendus 3D de qualité dans 3ds Max. Vous commencerez par recréer le logo dans Illustrator. Cette partie n’est toutefois pas obligatoire.Ensuite, vous importerez le fichier Illustrator dans 3ds Max. La seconde partie du tuto vous permettra de travailler les matériaux, les lumières, l’environnement et le rendu pour mettre en valeur votre logo. La troisième partie sera dédiée à la création de différentes passes de rendu et au compositing sous Photoshop. Les fichiers de travail sont fournis avec la formation. Vous pouvez télécharger la version d’essai d’Illustrator ici: Bon tuto !

Tutoriaux VFX'n'3D - Occlusion Mental Ray sous 3DS Max 2009 Voilà mon premier tutorial pour VFX'n'3D, qui sera donc consacré à l'occlusion sous Mental Ray ( MR ), sous 3DS Max 2009 en l'occurence, mais cette méthode est aussi valable pour les versions Max 2008 et Max 9 ( pour les plus anciens aussi, certainement, mais ça fait un moment que j'ai pas bosser dessus donc je garantie rien ). Avant de commencer il faut d'abord comprendre ce qu'est l'occlusion. Je dirais que la façon la plus simple ( pas forcement la plus juste d'un point de vue physique ), c'est de comprendre que l'occlusion est un "ombrage", mais pas un ombrage qui fonctionne avec une light, au contraire il ne faut pas de light dans la scène, mais un ombrage par proximité. C'est à dire que plus 2 surfaces sont proches l'une de l'autre, plus vous aurez "d'ombre", l'angle formé par les 2 surfaces à aussi sont importance, pour bien comprendre ça le plus simple est encore une image. Sous Max l'occlusion est géré en tant que shader. "Influence de la distance max" Distance 0.05m

osmosis | Study Hall - Interior tutorial POST PROCESSING The final result from V-Ray is close but not there yet. As mentioned earlier, using Exponential Color Mapping produces "washed out" colour due to the remapping of colour values. This is most noticeable in the dull colour of the sky. And using Linear Color Mapping produces good colour saturation, but contains areas that are "burnt" or overexposed, especially on the main concrete frame structure. So we'll try to get the best of both worlds by finishing off in Photoshop. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. The animated GIF on the left should illustrate the effect of each layer. CONCLUSION The interesting challenge in this tutorial was to create an image that had good dynamic range, without having areas of the image that are too dark or too bright. In order to achieve this, we explored several different options and features in V-Ray that allowed us to fine tune the lighting solution. Color Mapping and GI bounce multipliers affected the overall illumination of the image.

Studio Rendering with 3ds Max and Vray Where 3d product visualization is concerned, one of the most important techniques for achieving realistic high quality images, is your ability to create studio renders. In this detailed 4 part tutorial you will learn every step necessary to create your own high quality studio renders with Vray and 3ds Max. This tutorial is divided in 4 parts: Scene setup, materials, lighting, and rendering. In the first part, we will set up the scene, create a base, and import our models, in the second part, we will be assigning materials and using Vray lights to light our scene, and in the last part, we will adjust the Vray settings for the final render. Note: This is a lighting and rendering tutorial. Open 3ds Max and set our scene units to meters by going to "Customize>Unit Setup>Metric>Meters. Now lets create an environment for our scene. Select the corner points and choose "Fillet" with a .187m value. Now convert the line to an editable poly, and your base for the lighting setup is done.

Vray exterior daylight tutorial In this tutorial I will go through a simple, yet effective way to setup a lighting rig using 3ds max and vray. Before we begin we need to setup the lwf. Go to “Customize”, “Preferences” and click the “gamma and lut” tab. Don’t forget that for every texture that you use you need to override it’s gamma like in the screenshot bellow: If you need a more in depth explanation regarding linear workflow, check out my lwf tutorial that I have posted some time ago. 1) Click the “create” button and select “cameras”. The position of the sun source is directly related to the time of the day. VraySun parameters 1) -turbidity This parameter affects the color of the sky and overall atmosphere in a way the dust affects atmosphere. 2) -ozone – ranges from 0 to 1. 4) -shadow subdivisions – if you are using a higher value for the vray sun size you will need to increase the shadow subdivisions as well, otherwise the samples will be visible. Bellow is a rendering that was done using the settings above.

Tutorial Details CG Xtras Here I will Tell you about 3dsmax glass water model vray I have used following techniques in this 3ds max tutorial. How to create Water Effect with the help of V-ray Plugin [1]-First of all you will press (ctrl+N) now you will see the new window is open Now press (F10) u will see the Render window is open Then open the Assign render (palette) click on the (Production) change the property Like image as shown below. [2]-Open Render palette and use the Following Setting [3]-Use the following Setting create Box like this in the front view [4]-Now your image should be like this[5]-Use the followi [5]-Use the following Setting create Box like this in the front view [6]-Now your image should be like this [7]-Now create a shape like this with help of the (line tool) [8]-Select the object apply (Lathe) (Shell) and (Tessellate) Modifier in the Modifier window use the following setting Image as shown below [9]-Now your image should be like this [12]-Now your image should be like this Page 1

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