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In This Tutorial
Lesson 1 – Review and Link the Model (page 2 )
Lesson 2 – Add Materials to the Gallery (page 9 )
Lesson 3 – Add Lights to the Gallery (page 22)
Lesson 4 – Stylize the Rendered Output (page 34)
used in the model. This information 1. Start Autodesk VIZ and open the
is important if you plan to use the File Customize menu.
Link Manager to link the model to 2. Choose Units Setup and turn on US
Autodesk VIZ. Standard in the Display Unit Scale group.
The state of a layer is important when Leave the unit system at Feet w/Decimal
considering File Link. Layers that are Inches and leave the Default Units set to
frozen will not link to Autodesk VIZ Feet.
unless you specifically choose those
layers. By freezing layers, such as the
annotation layers, you can reduce the
size of the scene when it is linked to
Autodesk VIZ.
Layers that are turned off, will link to
Autodesk VIZ but will link in the turned
off state.
5. At the bottom of the Render Scene dialog, 9. From the main menu, choose
change the viewport setting to Camera01 File > Save and save the scene as
and click Render. myTulipGallery1.max.
This is the result you get using the Default
Scanline Renderer.
Lesson 2 – Add Materials to the
Gallery
Now that the model is linked to
Autodesk VIZ and you have a camera
positioned in the scene, it’s time to start
creating and applying materials. For this
lesson, you’ll use the Material Editor to
create a series of mental ray materials that
you’ll apply to the scene.
mental ray materials can be used in three
forms:
Now you’ve got a good idea of how to create Create an External Light Source – the
and work with mental ray materials. In the Sun
next lesson, you’ll start adding lights to see
Since mental ray does not support
how they effect your scene. Once lights are
Autodesk VIZ’s Daylight system. In this
added, you may have to adjust some of the
lesson you will create a single, very powerful
materials that you created in this lesson.
light source, a Target Direct light, to emulate
the Sun.
Lesson 3 – Add Lights to the 1. Right-click in the Top viewport to make
Gallery it active.
With materials applied to the model, you 2. On the Create panel, click the Lights
start to get a better idea of how the model
button.
will look when it is completed. Lighting is
another factor in making a truly realistic 3. Create a Target Direct light, placing the
looking rendering. In this lesson, you’re light outside the building near the tip of
going to add a background map and new the second finger and aiming the target
lights to the scene. into the space you’ve been studying.
1. On the main menu, choose Rendering > 6. In the Environment And Effects dialog,
Environment. click and drag the Sky.jpg bitmap into a
2. In the Exposure Control rollout, turn blank sample slot in the Material Editor.
on the Active switch so Logarithmic When the Instance (Copy) Map dialog
Exposure is calculated. appears, choose Copy and click OK.
The exterior lighting is set. Next you’ll learn When turned on, the mental ray renderer
about global illumination and add some calculates global illumination.
interior, artificial lighting. 3. At the bottom of the Photons (Caustics &
GI) group, turn on All Objects Generate
Understanding Global Illumination And Receive Caustics & GI.
Before adding artificial light sources inside
the gallery, you need to know a little bit about
Create Artificial Lights – Interior
Lighting
Global Illumination (GI). Global Illumination
is a method of simulating all the light in a For accurate interior lighting, you will use
scene – direct and indirect. photometric lights from ERCO. Photometric
lights use accurate light values, so that you
In a traditional scene, illumination is usually
can approximate how the scene will actually
provided by light objects, spot lights,
look. You can create your own color, wattage,
omni lights, etc. Global Illumination uses
and other characteristics, or you can use
light-emitting and light-receiving surfaces to
actual data from lighting manufacturers, like
create a more realistic feel. In the real world,
ERCO.
light that comes in a window is bounced
off of tables, walls, and other surfaces to Add an interior light using the Asset Browser:
give a room a soft, warm feel; GI simulates
this effect. Photons are emitted by light The main lighting in this scene is supplied by
sources and are affected by everything in the the ERCO 75580.023.03 Luminaire. This light
scene. Some photons are absorbed by the combines two files: the .max file containing
objects they hit, while others are reflected the mesh geometry and luminaire of the light
and refracted. Those that are reflected or fixture, and the IES file containing the actual
refracted off of objects continue on to strike lighting data.
other nearby surfaces.
1. Open the Utilities panel and
So far, the renderings you’ve made do not click on the Asset Browser. Browse to
include GI. Now, you’ll turn on GI and add the \tutorials\gallery folder and select
26 Chapter 1: mental ray: Introduction to Materials, Shaders and Global Illumination
Final Gather:
The scene lighting is complete but you
have only been using global illumination
3. Click OK on the Clone Options dialog. processing for your renderings. global
Illumination calculations, by themselves
4. Use Move and Rotate tools to can cause rendering artifacts such as dark
position and orient the light on the curved corners and the mottled appearance you see
wall. on the ceiling and walls.
5. Click the Move button and SHIFT-drag You can solve this by turning on Final
the light to the right and place it between Gather in the Indirect Illumination panel of
the first and second sculptures. the Render dialog. Final Gather increases
6. Move and Rotate the new light against the number of rays that are used in the
the wall. GI calculations, and will give surfaces a
smoother finish.
7. Repeat these steps to place lights between
each sculpture and along curved wall on Note: Since Final Gather increases the
the left. number of rays used for global illumination
processing, the rendering time is going to
8. Right-click in the Camera01 viewport greatly increase.
and then click the Quick Render button.
The addition of the accent lights give the 1. If it’s not already open, click the
scene greater detail. Render Scene button and then open on the
Indirect Illumination panel.
2. In the Final Gather group, turn on the
Enable switch and then click Render.
Tip: Turn on Fast Lookup and Preview to
quickly preview the scene when using
Final Gather. When these switches are
turned on, the regathering process is sped
up to reduced the overall rendering time.
34 Chapter 1: mental ray: Introduction to Materials, Shaders and Global Illumination
2. Click the material type button and select 9. In the Instance (Copy) Material dialog,
Standard from the Material/Map Browser. make sure Instance is active and click OK.
3. Click the gray color swatch next to the 10.In the Render Scene dialog, open the
Diffuse color in the Blinn Basic Parameters Indirect Illumination panel and turn off
rollout. Final Gather.
The Color Selector: Diffuse Color dialog 11.Click the Render button.
is displayed. Material Override allows you to render a
4. Set the Value setting to 255 and then close scene with all its materials replaced by a
the Color Selector dialog. single master material.
4. In the Material Editor, make sure the Note: Contours are not supported by
Override material is selected and open the Distributed Bucket Rendering (DBR). If
mental ray Connections rollout. you have access to a group of systems
that let you use DBR, you must turn off
5. In the Advanced Shaders group, click the
Distributed Render on the Processing
None button next to Contours.
panel of the Render Scene dialog. If
The Material/Map Browser is displayed. you attempt to use DBR, only the
6. Double-click Simple (contour) from the buckets rendered by the system running
list. Autodesk VIZ will show the contour
effect.
7. Change the Width setting to 0.13 and leave Pen and Ink against a White Background
the color black. Now suppose you’d like to render only the
8. In the Render Scene dialog, click the contours on a white background, suitable
Render button. for plotting.
Lesson 4 – Stylize the Rendered Output 37
1. On the Render Scene dialog, open the 7. Click the color swatch next to Background
Renderer panel, if it’s not already open. Color to open the Color Selector:
2. Scroll down to the Camera Effects rollout Background.
and click the shader button next to 8. Change the Value setting to 1.0 and close
Contour Output in the Contours group. the Color Selector dialog.
3. Double-click Contour Only (contour) in 9. In the Render Scene dialog, click the
the Material/Map Browser. Render button again.
Now you have the contours showing up
against a white background.
Interior Rendering on a Moonless Night: 7. Scroll to the Final Gather group and turn
1. In the Top viewport, select the light that off the Enable switch and then click the
represents the Sun, Direct01. Render button.
5. Close the Color Selector dialog and then Set up the lesson:
click the Render button on the Render 1. Reset Autodesk VIZ, and choose File >
Scene dialog. Open.
The difference is subtle but you can see 2. Find the \program files\autodesk
where the bluish light is being cast against viz 2005\tutorials\gallery folder
the bottom of the curved wall to the left on your hard drive and highlight
and the large sculpture shows a bluish tut_tulipgallery_exterior_lights.max, then
tinge. click Open.
This scene shows a view from an exterior
camera and includes lighting around the
perimeter of the gallery.
5. Scroll to the Camera Effects rollout and 10.In the Night (lume) Parameters rollout,
click the None button next to the Lens change the Multiplier setting to 0.8.
switch in the Camera Shaders group. This parameter sets controls how much
6. Double-click Night (lume) from the shader the dim lighting is increased.
list in the Material/Map Browser dialog. 11.On the Render Scene dialog, click the
Render button.
The lights wash the walls more evenly
with light and they are a bit brighter than
before.
these changes you’ll remedy the half circle stored. This greatly increases rendering
problem and reduce any blotchy effects time. To avoid the slowdowns related
caused by turning on the Radius switch. to this issue, make sure that every light
14.Click the Render button. points in the direction of a surface (this
is sometimes impossible to do with
Now the half circles are gone and if the omni lights). Another way to avoid this
rendering still seems a little “blotchy”, problem is to add a big sphere around
you can increase the number of photons your entire model.
until the lighting is smoothed out.
• On the Indirect Illumination panel of the
Render Scene dialog, reduce the Photons
setting in the Global Illumination group.
When the photon count is low, the image
will have a blotchy look because, when
there are fewer photons, each one has to
count for a larger area. For previewing
global illumination, a photon setting of
100 works well. Be sure to increase the
photons for your final rendering.
• To quickly preview your scene when using
Final Gather, turn on Fast Lookup (Slower
GI) and Preview (No Precalculations) on
15.Save your scene as
the Indirect Illumination panel. When
myTulipGallery11.max. fast lookup is turned on, the mental ray
renderer computes information to speed
Tips for Improving mental ray up the regathering process. While the fast
Performance lookup computation can take a long time,
Since rendering with mental ray lights and it can greatly reduce the overall rendering
global illumination increase rendering time time.
so much, here are some things you can do With Fast Lookup turned off and Preview
that can help reduce rendering time and turned on, the test system rendered this
improve performance. scene in 45 minutes.
• Turn off options like Displacement or With Fast Lookup and Preview turned on,
Atmospherics in the Options group on the the test system rendered this scene in 32
Render Scene dialog. Make sure to turn minutes.
them back on for the final rendering.
• If you have access to several systems that
• Make sure the model has no gaps where have mental ray licenses, you can use the
photons can escape. If a light is pointed in Distributed Bucket Rendering feature to
a direction where there is no surface, the share the rendering job so it is processed
mental ray renderer might shoot photons faster. This can be turned on from the
forever. In the mental ray Messages Processing panel on the Render Scene
dialog, the mental ray renderer displays dialog.
warnings that photons are not being
42 Chapter 1: mental ray: Introduction to Materials, Shaders and Global Illumination
Summary
In this tutorial, you learned about linking a
drawing to Autodesk VIZ and how to create
and apply mental ray materials to the scene.
To further enhance the model, you added
several lights to the scene, including the use
of pre-made ERCO lighting fixtures and
photometric lighting files. You learned about
global illumination and how it improves
renderings. Finally, you learned about ways
to stylize your rendered output by choosing
different mental ray shaders.