This week we’ll be taking a look at how you can set up a depth of field blur effect in VRay for 3d Studio Max. Since it’s as easy as clicking a checkbox, we’ll also go over how to adjust the effect to different distances and set the quality level so that renders don’t take so long.
VRay Displacement
Hey everyone!
This week’s Monday Movie is on VRay displacement and map-based materials. I’ll be talking about how to set up these materials, as well as how to keep them from taking up too much time during rendering.
Later this week I’ll be releasing another Monday Movie for you viewers that are hoping for me to get back to some heavy mental ray concepts. Also, I’m still working on the site redesign. I expect to have it released sometime in April. Some of the expected changes include:
- Transcriptions and auto-translation for every Monday Movie,
- Better, more robust tagging and categories,
- Page-specific formats,
- 720p HD video footage,
- and more!
I’ll keep you posted as it happens!
(Re)Making a Waterbox
Categories: Effects, Modeling, Rendering / Compositing, Videos
5 comments
Hey everyone!
I’m on vacation right now, but I’ve queued up this Monday Movie so that you can start your new year right! This week I’m showing you how to create a water box in 3dsMax using the mental ray renderer. For those of you who don’t know it, a water box is a great way to practice your rendering technique and for learning how the different settings work in mental ray.
Neon Lights
I got the request for creating neon lights in 3d Studio Max a little while ago, and I’m shocked that after 40 episodes I hadn’t done this yet. It’s one of the easiest, most rewarding techniques I know. By leveraging mental ray’s rendering facilities and Glow(lume) shader, we can make neon lights in just a few minutes.
Mosaic Tile Effect
Hey everyone!
This week we’ll be looking at how you can start off with an image and arrive at a mosaic tile effect when you’re done. It’s a powerful and simple technique that yields a better result than the ordinary cellular map method. This system is based on using the Photoshop Filter “Stained Glass”, so most of the effort takes place outside of 3ds Max. That makes it robust enough for both low-poly and high-poly work.
Enjoy!
Ink & Paint Sketch Effect
Hey everyone,
This week we’re looking at how you can use the default 3dsMax Ink & Paint material to create a simple sketch effect in your renders. It works best for inorganic scenes like the thumbnail I’ve shown here. It’s a natural extension of last week’s video where we looked at how you can really juice 3dsMax beyond simply creating scenes and rendering them.
Depth of Field
This week we’re covering Depth of Field in 3dsMax for both the scanline and mental ray renderers. It’s more of a patch to the Depth of Field Primer I wrote, since it seems like a lot of viewers were coming to the page looking for a “how-to” rather than a “why”. Thus, we’ll cover exactly how to create and control the depth of field effect.
On another note, it seems like everyone on the planet has heard the song above but me. Ignoring the cheesy ’80s undertones, “Puttin’ on the Ritz” is practically my theme song! It’s based on a really old tune (c1920?), and takes on a deep, cryptic interpretation that makes it so solid. It doesn’t get much better than that. If you really listen closely, you can pick up that vintage edge- who’s Gary Cooper?
Introduction to 3dsMax Particles
Ever seen a movie that had sparks flying out of control panels? Or maybe you’ve always wanted to have smoke coming out of your character’s ears when he’s mad? Those are particle effects, and you’ll find that they’re a breeze in 3dsMax when you use the right tools.
Particles are what artists use when they need a lot of objects, but don’t want to model or animate them by hand. Particle systems create, animate, and destroy objects according to a set of rules. These rules can be very basic, like “create 10 spheres per frame, starting at frame 0″. These are known as non-event-driven particle systems. 3dsMax particle systems can also be quite complex! Take, for example, the motion of soap bubbles in the air. They float quasi-randomly and if they touch, they stick together. If they touch another object, they’ll pop, and sometimes they just pop for no reason at all. This might be considered an event-driven particle system since the bubbles are subject to a variety of possible events.
We won’t be getting into the very gritty how-to details of particles during this tutorial. I’d like spend most of this guide walking you through the concepts involved in using basic particle emitters because 90% of the time they’ll do the job just fine. Toward the end of the tutorial I’ll introduce you to the particle flow and particle view tools that 3dsMax has to offer. This last segment will show you just how complicated your particles can be!
But don’t worry. At the end of the day, particles are meant to make your life easier, not harder. This walkthrough shouldn’t take more than about 30 minutes to complete, and when you’re done you’ll have a good exposure to the o
Non-Event-Driven Particle Systems
Let’s have a look at the simplest particle systems. I’ve gone ahead and created a simple scene to help illustrate the effects of my changes to the particle system. You can play with settings that correspond to what you’re learning about, or just skim the tutorial to get an idea of how particles work.
Spray and Super Spray
Spray and super spray are basically the same thing. Super spray includes all the functionality of the basic spray, so most of the time you’ll opt for this particle system. I’m going to dive into some examples of using super spray since it’s a great starting place for getting acquainted with 3dsMax particles. You can find the super-spray object under the create panel, under the objects category, and in the “Particle Systems” group.
Once you’ve selected the “Super Spray” object, you can click and drag on your screen to create a particle system. The size of the emitter will not determine how large the emitter is, but the position and orientation will determine the origin and direction of your new particle spray.
Now if you’re working from the default file, and still on time t=0, then you probably don’t see any particles at all. This is because particles are time based; they don’t happen instantly. Go ahead and scrub the time-slider at the bottom of your screen and you’ll see particles being emitted from your super spray object. You can also hit the “>” key a few times and you’ll step along the animation by a few keyframes.
Let’s take a closer look at the super spray and it’s parameters. It may seem a little tedious since there are so many rollouts, but remember that a lot of the foundations we lay out here will help you when we’re looking at the other particle emitters and event-driven particle systems later on. I’ll try to keep things concise, but I’ve gone ahead and included the full rollouts on the left side. It shows every parameter in the super spray object.
Basic Parameters
The basic parameters rollout will allow you to make changes to the direction that the particles flow, as well as how they’re displayed in the 3dsMax viewport. The off axis and spread parameters control how the particles are spread out over a single plane. Imagine a Japanese fan spreading out. It starts off as a single bar, and then fans out along a plane. Both of these “Off axis/plane” controls handle the rotation of the emitter, while the “Spread” controls handle the range over which the particles may be emitted.
The off plane and spread parameters, control how that 2-dimensional fan of particles is spread out over all 3 dimensions. If all four of these parameters is set to their maximal values, we’d expect to see a perfect circular particle emission. Such an effect would be useful for explosions or 360-degree emissions like meteors.
Finally, we have control over how the particles are displayed in the 3dsMax viewport. It’s generally recommended that you keep as few particles displayed as possible. 10% can sometimes be too high for particles like dust, clouds, and steam where you only need to see a very small fraction of the particles to understand their overall flow. Each particle that the computer has to draw is another drag on performance- even if they’re just ticks.
Particle Generation
Particle generation parameters are geared around how the particles behave and act during and after creation. Oddly, this includes parameters like speed, sizing, and timing, but not parameters like rotation and shape. Think this is wierd? Me too.
The first two parameters, “Use Rate” and “Use Total” cover the speed at which particles are generated. A rate is how many new particles should be created every frame, while a total is how many particles should be generated between when the emitter starts and when it stops. Thus 200 total over 50 frames (4 particles per frame) will generate fewer particles than a rate value of 5. This works in conjunction with particle timing, which controls aspects of the particles like how long they should be generated for, how long they should live, and the variability of that lifespan. I say this because you’ll often find that fewer, older, larger particles can often do the job of more, faster, smaller particles.
It’s sad, but particles die too. If they didn’t, your scene would be overrun with particles that drag performance into the ground. Remember to set a tight life for your particles to keep your render times down, and you’ll be fine. The variability aspect gives you some randomness for your particle emission, and works great for things like smoke and sparks.
Finally, particle size controls how big the particles are, how variable their sizing should be, and how they should grow and fade over time. If your particle’s life is set for 30 (that’s 30 frames) and they grow for 10 (frames) and fade for 10 (frames), then your particles are at maximum size for only 10 frames. If you set the grow and fade to only 2, then you have particles appearing almost instantly at full size and vanishing just as quickly.
As a brief note, the uniqueness parameter is for randomizing multiple emitters. For example, if you have 3 smoke stacks on a factory, you’ll want to set different seed values for each smoke stack to keep them looking different.
Particle Type
The particle type rollout handles parameters that affect the particle’s type and appearance.
There are three general particle types; Standard Particles, MetaParticles, and Instanced Geometry. The first is simply the creation of a massive number of primitive objects. Some of these standard particles are obvious like sphere and cube. “Facing” creates planes that face the camera on every frame, which works well for smoke and cartoon snow. The “Special” is two squares intersecting at 90 degrees, while the “SixPoint” is made of two rotated triangles to form a star. The constant is a facing square that is always the same size regardless of distance from the camera. The “Tetra” is a 3d pyramid shape made of four triangles. Notice that there are only three 3d shapes on this list; the rest are planar!
Metaparticles are similar to metaballs which are common across many 3d graphics programs. 3dsMax uses them to approximate fluid dynamics and other “goopy” effects. The special traits here are tension, variation, and evaluation. Tension controls how close the metaballs need to be to each other in order to deform and “goop” together. A low tension value means a high likelihood that particles will merge in flight. Variation controls the variance on this value, while evaluation handles the quality of the effect. A low evaluation coarseness means a very crisp result, while a high value means a very rough result.
The “One Connected Blob” parameter is a lot of fun. It culls stray particles from the render and keeps only the largest connected blob of the particle emitter. Useful for an “oh no; it’s growing!” type effect (seen here).
Finally, the instanced geometry object type is relatively self-explanatory. It allows the emitter to blow out copies of an object you’ve already created. This works well for leaves, tennis balls, lawn mowers, or whatever else you can think of. Nothing’s more fun than raining televisions through your 3dsMax scene.
You’re able to control the sub-animation of the object (for example if those lawn mowers are engaged) as well as the material source. You can chose to obtain the instanced geometry’s material from the icon (i.e. you can apply a material to the emitter itself) or from the original geometry source.
Rotation and Collision
This next rollout handles how 3dmax handles the rotation of the particles, as well as the inter-particle collisions.
The particle rotation is more important for some particles than for others. For example bubbles and water won’t create any visible effects from rotation. On the other hand, cartoon-y snow flakes rely on the effect quite heavily. The spin time parameter determines how many key frames there are during a full 360-degree rotation of the particle. A high value here will slow down the particle rotation considerably, but a value of zero will provide no rotation at all!
The “phase offset” controls the initial offset for the particle rotation. Don’t worry, the varying particle ages (and variation on spin time) will keep your particles from rotating all together.
The spin axis control handles the base rotation for the objects. Some 3d objects will rotate over a predefined axis- like tires. Others have no particular rotation like our tennis ball example earlier. Thus, you may choose between a random spin axis (full 3d spin), direction of travel spin (holding the directional vector spin-less), or arbitrary spin directions (set your own spin levels). The direction of travel spin is probably the hardest to describe or understand. Imagine a propeller of an aircraft moving forward through space. It’s rotating over one degree (spinning) but not the other two (tumbling and twisting).
Inter-particle collisions is a massively intensive process that checks for particles striking and bouncing off one another. This is useful for small numbers of detailed particles like throwing televisions or bouncing tennis balls around. However, do not turn this feature on unless you’re looking for “broadcast quality” effects because it will slow down your render times considerably. Calculation intervals per frame control how often 3dsMax checks for inter-particle collisions, while the bounce coefficient and variation control how much speed the particles should retain when they bounce off of each other. I can’t stress this enough, do not turn this on unless it’s really necessary!
Object Motion Inheritance and Bubble Motion
These two rollouts are pretty straightforward.
The first controls how the particles should inherit the emitter’s motion and keyframing. While this might sound silly, think about how your emitter might be moving. That new space-ship might look extra cool if it’s gravi-pads could shoot out sparks during flight! Or maybe it’s taking damage and throwing gibs that need to fall away during the great escape sequence. Thus, you need to allow the particles to take on some or all of the motion of the parent emitter in order for the particles (especially heavy ones) to be emitted properly.
Bubble motion is what bubbles exhibit as they move upward through water. They wiggle randomly during motion. Similarly, you’re able to append an amplitude (severity of the effect), period (the amount of time to complete a single “wobble”, and phase (synchronicity across emitters).
Particle Spawn and Presets
Finally, we have particle spawn and presets. I’m not going to go into a lot of detail on these last two rollouts, as they’re not really suitable for this walkthrough.
The super spray presets are pretty self-explanatory. This rollout contains a number of pre-built emitter settings and it provides you the ability to create your own.
The particle spawn group controls “advanced” particle spawning procedures such as what kind of spawning procedure should take place when particles collide, die, or continue. To die on collision will destroy the particles that’ve struck a deflector (more on this later). By this point, you should be able to deduce what “spawn on collision” and “spawn on death” imply. Show trails will create new particles every keyframe, which can be useful for certain effects such as fireworks or sparks.
The directional chaos, speed chaos, and scale chaos groups have to do with the spawning of new particles (spawn on collision, spawn on death, and spawn trails).
Note that these high-end settings allow you to create fantastic effects such as fire, complex explosions, and more. By spawning many smaller particles from a larger one, you can simulate how an object might burn or subdivide while animated. Directional chaos controls the variance in the sub-particle’s direction. Speed operates in much the same way. Scale chaos handles the sizing of the sub-particles.
Other Particle Emitters
Alright! So we’ve had a long hard look at the super spray particle system in 3dsMax. But what about the other emitters? Lucky for us, particles have a finite span of concepts, and we’ve already covered 95% of them! The remaining particle systems like snow and pCloud are just different combinations of the same idea.
Snow
Snow is an optimized particle generator geared toward creating snow or confetti. What separates snow from spray is that the snow particle emitter can generate particles over an area rather than from a single point like the spray. There aren’t many parameters to this emitter- only the basics. Emission speed, timing, particle type (six point, triangle, or facing), particle size, and rotation. That’s it.
Blizzard
Blizzard is to snow as super spray is to spray. The 3dsMax blizzard particle emitter is basically a snow emitter but with much greater control. You have access to very similar controls as the super spray emitter like object motion inheritance, collision control, and presets. 3dsMax blizzard particle emitters still retain their most important characteristic; area particle generation.
pArray
Ah the particle array! This fantastic mechanism allows you to spread particles over the surface of an object rather than simply flying through the air. This is a very different concept than the other particle emitters, so I’d like to spend a little more time discussing it’s importance and uses.
The particle array can be used for a variety of tasks. For example, you could spread water droplets over a product, or rocks and trees throughout a meadow. The pArray emitter is often used for populating a plant with twigs and leaves to create a tree or shrub. This geometry based distribution is a very powerful tool. The best part is, you’re already familiar with most of the parameters that pArray uses like collision handling and particle object types.
pCloud
The 3dsMax particle cloud is another powerful tool. Similar to the particle array, the cloud allows you to fill an object’s volume with particles! This could mean anything from schools of fish to a ring of asteroids filling a massive torus. You can use this emitter to create a wide variety of effects. The only distinguishing feature of this emitter (and it’s parameters) is that you must select a bounding volume (cube, sphere, cylinder, or an object you created). You can see this emitter in action on the right, where I’ve filled a teapot with spheres.
Remember that pClouds and pArrays can be used to great effect in your 3d modeling as well as your animations. For both single images and animations, these two tools are quite valuable for adding detail beyond what you can do by hand.
Forces and Deflectors
What good are particles if they can’t be controlled? That’s why we have forces and deflectors available to us. Deflectors are typically quasi-objects that help keep particles from doing unusual things like going through walls or characters. If we wanted, it’s possible to make particles use the object mesh for collision detection every time. But the better route is to approximate the shape using cubes, spheres, and planes whenever we can. Forces are useful for directing the flow of particles so that we don’t have to keyframe them by hand to create complicated effects like tornados, explosions, and wind.
Let’s run through some of the simpler forces and deflectors and see how they can be useful when working with 3dsMax particles.
How and Where
You can find forces and deflectors under the pulldown in the create panel under the space warps group. Each of these objects can be created in the same way as ordinary spheres and cubes; by clicking and dragging. However, in order to have them affect a 3dsMax particle emitter, forces and deflectors must be “bound”. You’ll find the “bind spacewarp” tool in your main toolbar along the top of the screen.
You use it by starting with the spacewarp selected and click-dragging to the emitter. This will bind them together, and you’ll see the effect in two ways. First, the modifier stack of the emitter will have a “Binding” modifier showing you that it was effective. You should also see some effect on the particles in real time.
Deflectors
Deflectors are ways of controlling particle flow by preventing them from penetrating geometry that’s supposed to be solid. But why not have an option to prevent penetration of any polygons? Because the process can become processor intensive very, very quickly. While I’m not saying you need to use deflectors sparingly, you should give 3dsMax the luxury of some approximation. If your space-ship is a flying saucer, just approximate it with a squashed sphere.
That said, let’s have a look at the various deflector types! Imagine deflectors as a combination of 2 factors; shape and functionality.
Shapes
There are three shapes in the deflector selection; spherical, planar, and universal. The first two are self-explanatory; they’re shaped as the name suggests. The universal deflectors are based on geometry that you specify. This means you can have that battle cruiser pushing asteroids out of the way perfectly. However, remember that this could tax your system heavily, so it’s a good idea to create a low-polygon mesh that can act as a proxy for the real 3d model.
In the image on the left, I show you how each of these shapes act. I’ve created mesh objects to represent the 3 deflectors in the render. The torus object is an approximated version using much fewer polygons than the rendered object has.
Functionality
Next, there are three functional flavors of deflectors; ordinary, dyna-flect, and omni-flect. The first type of deflector is a highly simplified version of the deflector idea. Think of these as similar to our spray versus super spray concept described earlier. The next, dyna-flect, is for use with reactor objects and other reactive bodies. You’d use it when you need the target object to respond to being struck by particles (like tank armor deflecting bullets but getting dented).
Very briefly, what makes omni-flect deflectors special compared to ordinary deflectors, is that they provide many additional features. Allow me to summarize them here:
- Reflection parameters – the ability to tweak how “bouncy” particles are as they strike the deflector.
- Refraction parameters – for particles that penetrate the deflector, you can chose to have some of them follow a “tweaked” bearing. Note that reflection is calculated before refraction, so if you wanted half of the particles reflected and then the other half refracted you’ll need to set 50% reflection and 100% refraction.
- Friction parameters – for glancing angles and particles that’ve come to rest on the deflector, the friction parameter helps them slow to a stop. This is useful for large numbers of objects subject to gravity.
- Spawn reactivity – for particles that have options controlling how they spawn on collision, these parameters let you tweak that for each deflector. For example, if your sparks strike concrete, they’ll break apart and spawn more sparks, whereas if they hit the welder’s clothing, they could just stick and then die in a few frames.
Forces
Forces allow you to direct the flow of 3dsMax particles without having to bounce them around with deflectors. Think of forces as the “go here” command to the deflector’s “don’t go there” command. You can combine forces to create very specific and complicated effects like galaxies, tornadoes, and harsh weather effects.
You create and bind these forces in the same way that you would for a deflector. Just select the object, click-drag to create it in your scene, and then use the “Bind Spacewarp” tool to link it into your particle system. Let’s take a look at each type of particle emitter in 3dsMax. To aid in visualization, I’ve included some of the images from the help document. I’m sorry I can’t include them all; there are a lot of space warps in 3dsMax!
- Push - Exactly as it sounds; this force will consistently push particles in a single direction. This force is acceleration, so the older a particle is, the faster it’ll move!
- Motor - Operates similarly to the push force, but it applies a rotation at the same time. Remember spin art? It’s a lot like that. Because the “Motor” icon rotates your particles around it’s axis, the orientation is important!
- Vortex - Operates essentially like a push and a motor at the same time. It applies a “swirling” motion in order to form a funnel similar to a tornado, black hole, or water spout.
- Drag - Lowers the speed of particles as they age. You know how bullets slow down quickly as they enter water? And that’s why action heroes always jump off the boat in order to get away from the bad guys? That’s the effect that the drag force creates.
- Pbomb - Provides a shockwave that blows particles apart. Very simple to implement because it is essentially only timing and intensity parameters.
- Path Follow – Forces particles to follow a spline as they move. The key to remember here is that you can either have the particles follow the path as they exit the emitter, or follow the path as they come near a certain area.
- Gravity - Operates exactly as it sounds. Gravity exerts a constant, uniform pull on all particles in a given direction. You can also exert spherical gravity, which is very fun for modeling little galaxies and watching them congeal!
- Wind - Wind is a lot like gravity in that it applies an omnipresent, uniform force from a direction. However, wind has many more options for simulating turbulence and non-uniformity over time. In conjunction with snow or blizzard particle generators, you can make some very convincing weather effects.
- Displace - A very fun space warp. The displace operation will deform both particle systems and geometry! This is a big deal because it helps you bridge the divide between special, custom objects (like your character) and particles (like rain).
So far we’ve only looked at particle emitters, space warps, and deflectors.
3dsMax particle emitters will generate particles according to predetermined criteria. While they vary from emitter to emitter, the fact is that they’re static implementations of a more diverse idea. The space warps and deflectors have the capacity to alter the behavior of the particles, but not really their look and feel.
That’s why we have access to a powerful tool called Particle Flow. It allows us to customize the rules and procedures that govern the timing, motion, and look of particles.
Particle Flow
Next to the Snow, Blizzard, and super spray particle emitters in the 3dsMax interface, you probably noticed that there’s one I didn’t mention; “PF Source”. It’s full title is read as “particle flow source”, and it acts as the main conduit for creating very extensible particle systems. Go ahead and create one in your scene, and, under the modify panel, click the “Particle View” button from the “Setup” group.
I realize that this window is terrifying. Autodesk does not do well in creating a clean and easy interface. However, their engineers are a credit to the industry, so once you get past the cold interaction you’re on top of the heap.
Understanding the terminology of the window will help you understand what each of the 4 quadrants are. The particle flow diagram is made up of events that contain “actions”. In the upper-left quadrant of the window, the default events contain actions like “Birth”, “Position”, and “Speed”. These actions contain parameters similar to the ones you saw in snow and super spray earlier. These parameters are displayed in the upper-right quadrant of the window when you’ve selected an action in the particle flow view.
The lower right quadrant is called the “depot” and it provides access to all of the possible actions in particle flow. You can drag and drop these actions into the events in the particle flow diagram in order to affect your particles. For example, if we wanted to change the particle material after 30 frames, we’d use an age test, followed by a “Material Static” action. This effect is shown on the right. The resultant particle flow diagram is shown on the left. Finally, the lower-right quadrant shows you a quick description when you select an action from the depot. It’s useful for understanding if the action you’ve selected will actually do what you want it to.
Whew! That’s a lot to take in, huh? Take your time and don’t get overwhelmed! This will feel like second nature to you in one or two projects. Even better, you’ll be adding a skill to your toolset that will make you a much more valuable artist.
Above you saw how I created a custom event that would have never been possible with ordinary particle understanding. In this way, I can create a wide variety of complicated effects for both still renders and animations. Let’s try making one more complex interaction, and then we’ll call it a day.
I’m going to create a deflector in my particle flow that’s going to bounce the balls off of the floor. When the balls bounce, I want them to turn green, and get smaller. I’ll do this by creating a “Collision Test” at the very end of “Event 01″ which will ensure that the collision test takes place after the age test. This way balls that bounce will be green regardless of their age, but blue balls can bounce and turn green. In the upper-right quadrant, when I select the collision test I created, I can set the floor deflector as part of the particle flow system. Once the planar deflector is in place, I can simply drag a “Material Static” and “Shape” actions into the particle flow diagram, and link the event into the flow diagram. It’s important to note that I need to link the age test into the final collision event, or I’ll end up with blue spheres falling through the floor and green sphere’s bouncing back up!
Key Takeaways
- Particles save you time – The fact is that you shouldn’t have to model large numbers of objects very often, and even reactor can only go so far. You’d be surprised how applicable particles are in working with 3dsMax. Any effects that need a large number of objects can be replicated using the standard particle tools available in the program.
- Deflectors are for control – Use deflectors to control your particles. Think of them as the banisters on the side of the freeway. Your particles need to know where they aren’t allowed to go. This means anything from preventing penetration of walls and characters, to handling complex interactions like a car plowing through gunfire.
- Forces are for flow – Use forces to direct your particles. This is different from deflectors because you’re providing the impetus for your particles do what they were intended to do. Think of forces as the freeway itself- it tells your particles where they’re expected to go.
- Particle Flow is amazing – Particle flow is, indeed, amazing. It gives you the ultimate level of control over particles in 3dsMax. You can set up infinitely complex rules that govern how your particles look, where your particles go, and how they’re presented when rendered. You can link age to material like we did in the example above, but don’t let that limit your imagination! Make particle flow rate variable over time, or try making your particles glow using mental ray materials! The sky’s the limit.
I hope you’ve enjoyed this particles walkthrough. If you have any questions or comments, feel free to leave them on this post, or e-mail me at MrBluesummers@MrBluesummers.com As always, take care. Happy modeling.
Introduction to Depth of Field
Hello everyone!
Today is a Friday. And on Friday I usually think about what I’m going to do for the Monday Movie that I promise to deliver in a few days. This week, however, I realized that Depth of Field is a topic that a) wouldn’t compress very well in YouTube, and b) deserves more than 10 minutes. Depth of field is one of the many things you can use in your renders to add realism, meaning, and style. Like a lot of other features of 3ds Max, depth of field (DOF) requires tact and care to make a convincing and elegant result.
New: Take a look at my Depth of Field Monday Movie!
If you’ve ever done a lot of cooking you can relate to this. Everything tastes great with butter, salt, and pepper. I could serve you a fried brick and it would taste awesome! What separates the good chefs from the great ones is knowing when and how much fat to use to keep everything in balance.
Let’s start with this image below.
You’ll notice that I didn’t use any depth of field at all. However, there are already a lot of visual clues that tip you off that these teapots aren’t huge. The scale of the materials (such as the wood on the floor) are reasonable for ordinary sized objects. The baseboards along the bottom of the wall in the background gives you another clue since those are rarely taller than a few inches. I’m not relying on depth of field to be my scale queue, but instead to be a part of the greater image.
Mental Ray
Let’s add depth of field to this scene. The first thing to consider is what should be in focus. In most cases, it’ll depend on what’s most important. Below you’ll see two examples of renders with different focal points. In the left image, we’re focusing on the boy teapot and the heart, while in the right image we’re focusing on the girl teapot and what she sees.
I accomplished this effect quite easily. Instead of rendering with the perspective viewport, I hit Ctrl + C which is the default hotkey to create a camera in the active viewport. The camera thus created has a group called “Multi-Pass Effect” in the modify panel. When enabled, and set to “Depth of Field (mental ray)”, this setting will give you the depth-of-field effect. The way I shifted the focus of the shot was by changing the target range of the camera. This spinner is found just below the “Multi-Pass Effect” group. Try twiddling this spinner a bit, and you’ll see the camera’s “target” moving, indicating the distance at which objects will be in focus.
Now you’ll notice that the effect is pretty strong in both images. This is because the f-stop is set to only 2.0 by default in 3d Studio Max. If you’ve taken photography classes or done photography tutorials, you can skip this paragraph. A camera’s f-stop is a measure of how large the camera’s aperture is, where smaller numbers mean a larger aperture. The aperture of a camera is how big the ‘eye’ of the camera is and it determines how much light to let in. Without going into the details, know that a smaller aperture (larger f-stop value) means more of the image will be in focus.
As a visual demonstration, the three images below show differing f-stop values for the camera in this scene. To be explicit, each teapot is about 6″ in diameter.
These show varying degrees of blurring. The first image is so blurry we can’t see much of anything. The second image gives us an idea, but it’s still too muddy to make out what the scene is about. The final image makes gentle use of depth of field to convey scale and still make the scene’s objects clear.
Below is a larger render of that third image. The effect is still a little too high for my taste, but I think you get the idea about using Depth of Field in 3ds Max with subtlety.
Scanline
Now that you know how to create depth of field in mental ray, learning it in the scanline renderer is a breeze. Unfortunately, all of my materials were mental ray materials and my light was a mental ray light so I won’t be including quite as many pictures in this last section.
There are several ways of setting up depth of field in the scanline renderer in 3d Studio Max. On the one hand, you could use a similar method as we used in the mental ray renderer version. You’ll create a camera using the Ctrl + C method or by creating one manually, and under the “Multi-Pass Effect” group you’ll enable the “Depth of Field” effect. When you render, however, you’ll notice that it uses a very primitive method for creating depth of field, and this is generally not recommended.
In scanline your best bet is to use the render effect found in the environment and effects panel (hotkey ’8′ and shown on the right with final values). Open this panel and click on the “Effects” tab. Under the “Effects” rollout, you can click “Add…” and select “Depth of Field” from the menu. You will now have to select your camera using the “Pick Cam.” button, as well as select the object you want to be in focus with the “Pick Node” button.
If you render, you will now see that you have the depth of field effect, but it probably won’t be properly adjusted. You can alter the severity of the blurring effect by altering the focal parameters at the bottom of the Effects window. I’ve found that using the “Use Camera” mode and keeping horizontal and vertical losses equal works best (as shown).
In the end, the scanline renderer is actually more complicated to use than the mental ray depth of field settings. I hope this primer has been of use to you, and helped to demystify depth of field in 3d Studio Max. Just remember; subtlety, rather than know how, is the key to using this tool to great effect!
Until next time, happy rendering.
Creating Cloudy Mountains
“Hello guys and welcome to creating cloudy mountain in vue 6 infinite, well vue is one of the most powerful 3d applications in creating Haze and Fog, waterfalls, lushi green trees, plants, bushes, landscapes and allot more vegetations, while ago I have read an article on the official website of Vue it was about the movie (Pirates of the Caribbean’s Part 2) Hollywood (ILM) (Industrial Light and Magic) they have used this piece of software for creating lushi green trees, plants, bushes, haze and fog, landscapes, waterfalls and allot more, which were not possible without Vue. So, I decide to create a tutorial on this for our cgarena readers. Let’s get started.”
Creating Fire in a Particle Editor
“Hi, my name is Bulatov Evgeni, I’m an artist in an Extreme Developers studio (http://xdevs.ru/), we are game developers. In this lesson I’ll tell you my way of creating fire in a particles editor Magic Particles (http://www.astralax.com/).”
Touching Up A 3d Image In Post
“No matter how much I may work a 3d piece to death, it’s never finished until I spend an hour on it in Post. “Fixing in Post” is just a fancy way of saying you don’t have to skills/time/patience/means to deal with an element during the piece’s creation, and instead you address it post-process in a more hands-on program, like Photoshop.”
Working with ICE
Categories: Animation / Rigging, Effects, Offsite, Softimage XSI, Videos
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“Get a free look into the inner workings of ICE and production workflow in this video from the “Mastering the Art of ICE Volume I: Breaking the ICE” series. In this video, we will look at working with an ICE Tree and how to tweak and work with the new volume shaders in XSI 7, which can help us to create some amazing looking ICE renders and effects.”
Realistic Grass
“In this tutorial, I will describe how to create realistic 3d grass using Maya’s Paint Effects.”
Maya Melting Text
“Hello every one! And welcome to the wonderful world of fluids, My name is Aziz Khan and I will be your guide through this tutorial and I hope you all will enjoy doing this. In this tutorial we will explore some of the tools and options of fluid to create melting text effect like smoke. This tutorial is very handy for those of you who are looking to add something different and rather cool to your short movies or demo reel headers and intros. Fluid effect is one of the powerful tools, that you can find inside Maya. It can achieve realistic result easily within a few minutes if you have experience and have a very creative mind. I would suggest that before you attempt to follow this tutorial, you should at least have a basic knowledge of the program first.”




























