mental ray Arch & Design Overview

Written September 7th, 2010
Categories: Articles, Rendering / Compositing, Textures / Materials
1 Comment »

This is a duplicate of the Arch & Design Overview document by Autodesk and not written by Mr. Bluesummers.

This topic serves as an introduction to the Arch & Design material for mental ray.

A range of material effects available with the Arch & Design material.

What Is the Arch & Design Material?

The mental ray Arch & Design material is a monolithic material shader designed to support most materials used in architectural and product-design renderings. It supports most hard-surface materials such as metal, wood and glass. It is especially tuned for fast glossy reflections and refractions (replacing the DGS material) and high-quality glass (replacing the dielectric material).

The major features are:

  • Easy to use, yet flexible – controls are arranged logically in a most-used-first fashion.
  • Templates - allow fast access to settings combinations for common materials.
  • Physically accurate – the material is energy conserving, making it impossible to create shaders that break the laws of physics.
  • Glossy performance – advanced performance boosts including interpolation, emulated glossiness, and importance sampling.
  • Tweakable BRDF (bidirectional reflectance distribution function) – the user can define how reflectivity depends on angle.
  • Transparency – “Solid” or “thin” materials: transparent objects such as glass can be treated as either solid (refracting, built out of multiple faces) or thin (nonrefracting, can use single faces).
  • Round corners – simulate fillets to allow sharp edges to still catch the light in a realistic fashion.
  • Indirect Illumination control – set the final gather accuracy or indirect illumination level on a per-material basis.
  • Oren-Nayar diffuse – allows “powdery” surfaces such as clay.
  • Built-in Ambient Occlusion – for contact shadows and enhancing small details.
  • All-in-one shader – photon and shadow shader built in.
  • Waxed floors, frosted glass and brushed metals – all fast and easy to set up.

Physics and the Display

The Arch & Design material attempts to be physically accurate, hence its output has a high dynamic range. How visually pleasing the material looks depends on how colors inside the renderer are mapped to colors displayed on the screen.

When rendering with the Arch & Design material it is highly recommended that you operate through a tone mapper/exposure control such as the mr Photographic Exposure Control in conjunction with gamma correction, or at the very least use gamma correction.

A Note on Gamma

Describing all the details of gamma correction is beyond the scope of this topic; this is just a brief overview.

The color space of a normal, off-the-shelf computer screen is not linear. The color with RGB value 200 200 200 is not twice as bright as a color with RGB value 100 100 100, as one might expect.

This is not a bug because, due to the fact that our eyes see light in a nonlinear way, the former color is actually perceived to be about twice as bright as the latter. This makes the color space of a normal computer screen roughly perceptually uniform. This is a good thing, and is actually the main reason 24-bit color (with only 8 bits or 256 discrete levels for each of the red, green and blue components) looks as good as it does to our eyes.

The problem is that physically correct computer graphics operates in a true linear color space where a value represents actual light energy. If one simply maps the range of colors output to the renderer naively to the 0–255 range of each RGB color component it is incorrect.

The solution is to introduce a mapping of some sort. One of these methods is called gamma correction.

Most computer screens have a gamma of about 2.2 (known as the sRGB color space), but 3ds Max defaults to a gamma of 1.8, which makes everything look too dark (especially midtones), and light does not “add up” correctly.

Using a gamma of 2.2 is the theoretically correct value, making the physically linear light inside the renderer appear in a correct linear manner on screen.

However, because the response of photographic film isn’t linear either, users find that this theoretically correct value looks too bright and washed out. A common compromise is to render to the default gamma of 1.8, making things look more photographic; that is, as if the image had been shot on photographic film and then developed. However, when exporting and importing images (for example, as texture maps) with external image-editing programs, for best results set all gamma values on Preferences > Gamma and LUT Preferences to 2.2.

Tone Mapping

Another method for mapping the physical energies inside the renderer to visually pleasing pixel values is known as tone mapping. You can accomplish this either by rendering to a floating-point file format and using external software, or with a plug-in that allows the renderer to do it on the fly. In 3ds Max such plug-ins are known as exposure controls and are accessed from the Environment dialog.

Use Final Gathering and Global Illumination

The Arch & Design material is designed to be used in a realistic lighting environment; one that incorporates full direct and indirect illumination.

mental ray provides two basic methods for generating indirect light: Final Gathering and Global Illumination. For best results, be sure to use at least one of these methods.

At the very least, enable Final Gathering, or use Final Gathering combined with Global Illumination (photons) for quality results. Performance tips for using Final Gather and Global Illumination can be found here.

If you use an environment for your reflections, make sure the same environment (or a blurred copy of it) is used to light the scene through Final Gathering. In 3ds Max this means you should include a Skylight in your scene set to Use Scene Environment, or use Daylight system with Skylight set to mr Sky.

Use Physically Correct Lights

Traditional computer-graphics light sources live in a cartoon universe where the intensity of the light doesn’t change with the distance. The real world doesn’t agree with that simplification. Light decays when leaving a light source due to the fact that light rays diverge from their source and the intensity of the light changes over distance. This decay of a point light source is 1/d2; in other words, light intensity is proportional to the inverse of the square of the distance to the source.

One of the reasons for this traditional oversimplification is the fact that in the early days of computer graphics, tone mapping was not used and problems of colors blowing out to white in the most undesirable ways was rampant. (Raw clipping in sRGB color space is displeasing to the eye, especially if one color channel clips earlier than the others. Tone mapping generally solves this by “soft clipping” in a more suitable color space than sRGB.)

However, as long as only Final Gathering (FG) is used as indirect illumination method, such traditional simplifications still work. Even light sources with no decay still create reasonable renderings. This is because FG is concerned only with the transport of light from one surface to the next, not with the transport of light from the light source to the surface.

It’s when working with Global Illumination (GI) (that is, with photons) the troubles arise.

When GI is enabled, light sources shoot photons. For the Arch & Design material (or any other mental ray material) to be able to work properly, it is imperative that the energy of these photons to match the direct light cast by that same light. And since photons model light in a physical manner, decay is built in.

Hence, when using GI:

Light sources must emit photons at the correct energy.
The direct light must decay in a physically correct way to match the decay of the photons.
Therefore it is important to make sure the light shader and the photon emission shader of the lights work well together.

In 3ds Max this is most easily solved by using the photometric lights. All of these lights are guaranteed to have their photon energy in sync with their direct light. It is built in and automatic and one does not need to worry about it.

Features

The Shading Model

From a usage perspective, the shading model consists of three components:

  • Diffuse - diffuse channel /including Oren Nayar “roughness”).
  • Reflections - glossy anisotropic reflections (and highlights).
  • Refraction - glossy anisotropic transparency (and translucency).

The Arch & Design material shading model

Direct and indirect light from the scene cause diffuse reflections as well as translucency effects. Direct light sources also create specular highlights.

Ray tracing is used to create reflective and refractive effects, and advanced importance-driven multi-sampling is used to create glossy reflections and refraction.

The rendering speed of the glossy reflections/refraction can further be enhanced by interpolation as well as “emulated” reflections with the help of Final Gathering.

Conservation of Energy

One of the most important features of the material is that it is automatically energy conserving. This means that it makes sure that diffuse + reflection + refraction <= 1. In other words, no energy is magically created and the incoming light energy is properly distributed to the diffuse, reflection and refraction components in a way that maintains the first law of thermodynamics.

In practice, this means, for example, that when adding reflectivity, the energy must be taken from somewhere, and hence the diffuse level and the transparency will be automatically reduced accordingly. Similarly, adding transparency happens at the cost of the diffuse level.

The rules are as follows:

  • Transparency takes energy from diffuse; that is, at 100% transparency, there is no diffuse at all.
  • Reflectivity takes energy from both diffuse and transparency; that is, at 100% reflectivity there is neither diffuse nor transparency.
  • Translucency is a type of transparency, and the Translucency Weight parameter defines the percentage of transparency vs. translucency.

From left to right: Reflectivity=0.0, 0.4, 0.8, and 1.0

From left to right: Transparency=0.0, 0.4, 0.8, and 1.0

Conservation of energy also means that the level of highlights is linked to the glossiness of a surface. A high Reflection Glossiness value causes a narrow, intense highlight, while a lower value causes a wider, less intense highlight. This is because the energy is now spread out and dissipated over a larger area.

BRDF: How Reflectivity Depends on Angle

In the real world, the reflectivity of a surface is often view-angle dependent. A fancy term for this is bidirectional reflectance distribution function (BRDF); that is, a way to define how much a material reflects when seen from various angles.

The reflectivity of the wood floor depends on the view angle.

Many materials exhibit this behavior. The most obvious examples are glass, water, and other dielectric materials with Fresnel effects (where the angular dependency is guided strictly by the index of refraction), but other layered materials such as lacquered wood and plastic display similar characteristics.

The Arch & Design material allows this effect to be defined by the index of refraction, and also allows an explicit setting for the two reflectivity values for:

  • 0 degree faces (surfaces directly facing the camera)
  • 90 degree faces (surfaces 90 degrees to the camera)

Reflectivity Features

The final surface reflectivity is in reality caused by the sum of three components:

  • The diffuse effect
  • The actual reflections
  • Specular highlights that simulate the reflection of light sources

Diffuse, reflections, and highlights

In the real world, highlights are just glossy reflections of the light sources. In computer graphics it’s more efficient to treat these separately. However, to maintain physical accuracy the material automatically keeps highlight intensity, glossiness, anisotropy, etc. in sync with the intensity, glossiness and anisotropy of reflections. Thus, there are no separate controls for these as both are driven by the reflectivity settings.

Transparency Features

The material supports full glossy anisotropic transparency and includes a translucent component, described in detail here.

Translucency

Solid versus Thin-Walled

The transparency/translucency property can treat objects as either solid or thin-walled.

If all objects were treated as solids at all times, every window pane in an architectural model would have to be modeled as two faces: an entry surface that refracts the light slightly in one direction, and immediately following it an exit surface, where light is refracted back into the original direction.

Not only does this entail additional modeling work, it is a waste of rendering power to simulate refraction that has very little net effect on the image. Hence the material allows modeling the entire window pane as a single flat plane, foregoing any actual refraction of light.

Solid vs. thin-walled transparency and translucency

In the preceding illustration the helicopter canopy, the window pane, the translucent curtain, and the right-hand sphere all use thin-walled transparency or translucency, whereas the glass goblet, the plastic horse, and the left-hand sphere all use solid transparency or translucency.

Cutout Opacity

Beyond the “physical” transparency, which models an actual property of the material, the material provides a completely separate, non-physical “cutout opacity” channel to allow “billboard” objects such as trees, or to cut out objects such as a chainlink fence with an opacity mask.

Special Effects

Built-in Ambient Occlusion

Ambient Occlusion (AO) is a method spearheaded by the film industry for emulating the look of true global illumination by using shaders that calculate the extent to which an area is occluded, or prevented from receiving incoming light.

Used alone, an AO shader, such as the separate mental ray Ambient/Reflective Occlusion shader, creates a grayscale output that is dark in areas light cannot reach and bright in areas where it can:

The following image illustrates the main results of AO: dark crevices and areas where light is blocked by other surfaces, and bright areas that are exposed to the environment.

An example of AO applied to a scene

One important aspect of AO is that the user can how far it looks for occluding geometry.

AO looked up within a shorter radius

Using a radius creates a localized AO effect: Only surfaces within the given radius are considered as occluders. This also speeds up rendering. The practical result is that the AO provides nice “contact shadow” effects and makes small crevices visible.

The Arch & Design material gives you two ways to utilize its built-in AO:

  • Traditional AO for adding an omnipresent ambient light that is then attenuated by the AO to create details.
  • Use AO for detail enhancement together with existing indirect lighting methods such as Final Gathering or photons.

The latter method is especially interesting when using a highly smoothed indirect illumination solution, such as a high photon radius or an extremely low final gather density, which could otherwise lose small details. By applying the AO with short rays these details can be brought back.

Round Corners

Computer-generated imagery tends to look unrealistic, partly because edges of objects are geometrically sharp, whereas most edges in the real world are slightly rounded, chamfered, worn, or filleted in some manner. This rounded edge tends to “catch the light” and create highlights that make edges more visually appealing.

The Arch & Design material can create the illusion of rounded edges at render time. This feature is intended primarily to speed up modeling, so that you need not explicitly fillet or chamfer edges of objects such as a tabletop.

Left: No round corners; Right: Round corners

The function is not a displacement; it is merely a shading effect, like bump mapping, and is best suited for straight edges and simple geometry, not advanced, highly curved geometry.

Performance Features

Finally, the Arch & Design material contains a large set of built-in functions for optimal performance, including but not limited to:

  • Advanced importance sampling with ray rejection thresholds
  • Adaptive glossy sample count
  • Interpolated glossy reflection/refraction with detail enhancements
  • Ultra-fast emulated glossy reflections (Highlights+FG Only mode)
  • The option to ignore internal reflections for glass objects
  • The choice between traditional transparent shadows, suitable for objects such as a window pane, and refractive caustics, suitable for solid glass objects, on a per-material basis.

VRay Displacement

Written March 25th, 2010
Categories: Materials / Shaders, Videos
9 comments

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!

mental ray Matte/Shadow

Written December 15th, 2009
Categories: Materials / Shaders, Videos
4 comments

Hey everyone,

Sorry for the delay.  This week’s video tutorial is part 2 from last week where we talked about the matte/shadow material type in the scanline renderer.  This week, we’re looking at how you can use matte/shadow materials in the mental ray renderer and we’ll use a quick-and-dirty camera matching technique along with it.

Scanline Matte/Shadow

Written December 7th, 2009
Categories: Materials / Shaders, Videos
1 Comment »

Hey everyone,

I know I’ve already covered this a little bit in a previous video tutorial, but I wanted to give it a little more air time for comprehensive coverage.  This week I’m showing you how to use the Matte/Shadow material in the scanline renderer for product shots.  We’ll be keeping things simple, and I’ll show you a trick for getting sweet semi-transparent reflections.

DirectX Materials

Written October 12th, 2009
Categories: Effects, Materials / Shaders, Videos
6 comments

Hey everyone,

This week is my 52nd Monday Movie!  We’ve done an entire year of bite-sized 3dsMax video tutorials.  How exciting!

In the video below, I’ll show you how to set up a DirectX material in 3dsMax.  This will allow you to get  much more powerful viewport rendering.  Your 3d objects will be able to respond (to some extent) to lighting through the diffuse map, specular map, and normal map!

Important: In order to follow along, you’ll need to download Ben Cloward’s 3-point lighting .FX file!  You want the one without transparency for this example.

Ink & Paint Sketch Effect

Written June 15th, 2009
Categories: Effects, Materials / Shaders, Videos
6 comments

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.

Ambient Occlusion Mix Map

Written April 28th, 2009
Categories: Effects, Materials / Shaders, Videos
6 comments

Hey All,

Sorry for the incredible wait in getting this Monday Movie uploaded.  YouTube was down for a while, and my original encoding crashed so I had to do it twice.

This week we’re looking at how you can use 3d Studio Max Ambient Occlusion either on its own or as part of a mix map.  It’s a quick and easy way to add some shadowing directly to your model, and helps make your details pop.  I’ll cover some of the parameters of the Ambient Occlusion map (which I don’t think I’ve done in detail in the past).  I’ll also demonstrate how to use ambient occlusion as a mix controller to blend two other maps (or materials) together.

Baking Ambient Occlusion

Written March 23rd, 2009
Categories: Effects, Rendering / Compositing, Videos
10 comments

This week’s Monday Movie shows you how to bake an ambient occlusion map for an object in 3dsMax. It’s actually a much easier process than you’d think.  Here, I’ll show you how to use the Render-to-Texture tool with mental ray’s Ambient Occlusion pass.  The resultant image can be used to either visualize your object in the viewport, or as part of your texturing process!

Grill Mesh Made Easy

Written February 15th, 2009
Categories: Modeling, UVWs / Texturing, Videos
8 comments

This week’s Monday Movie is a little shorter.  I’m working on a big project that you’re going to love, so in the meantime I’ve gone a little quiet.

This week we’re looking at a quick, cheap technique for creating grille meshes.  Opacity mapping is a pretty ordinary technique that can do some extraordinary things for distant objects.  If I were to model all these tiny holes, you can be sure it’ll make my render times tank!

World-Machine Colors and Mixing Tutorial

Written January 10th, 2009
Categories: Articles, Import / Export, Textures / Materials
1 Comment »

Welcome to another World-Machine 2 tutorial! There’s a lot to be excited about in this nifty program, and one of them is the new color maps feature.  If you don’t have a copy of World-Machine, you can always download the trial version.  You can now use the awesome selection tools in World Machine to mix and match color swatches (and even image maps) in order to create your own color overlays for terrains. We’ll be going over all the selection types in the context of mixing colors. Of course, you’re not limited in how you use these; feel free to use them to create new heightfields, mix heightfields together, and whatever else you can imagine.
World Machine Finished File Download

Here's my final rendered terrain.

So let’s get started. I’m going to be using the basic World-Machine 2 default file, and I assume you’ve played around with the program for a few sessions. The only change I made to the original scene was to make it a little larger.  You can see my world extents window by clicking here.  I’ve created a new group to help keep things organized for you. You don’t have to do that if you don’t want.

The colors generator in World-Machine.

To get started, create a few colors.  You can find the “Color Generator” device under the “Generator” tab or the “Bitmap” tab- depending on how you have things organized.  You can alternate between organization structures from the “Tools” tab, using the first two buttons.  The Color Generator looks like a rainbow blob in a green button.  Hover over buttons to see their names.

The default world is fine.

Let’s go ahead and insert some colors into the scene by selecting the “Color Generator” and clicking a few times in your node graph.  Double click on the node and assign each node a color.  I made two shades of green, a rock color, and an off-white snow color.

I’d like to mix up the two green colors in a creative way!  How about using the new “Convexity” selection device?  Ordinarily, we’d have to use ambient occlusion maps outside of World-Machine in order to generate a map like this.  But nothing compares to pre-calculation, so let’s bake it into the map.  You can find all the selection devices under the “Selector” tab.  This tab is only visible under the “Filter by Device Type” organization, so if you don’t see it, re-read the earlier note about filtering.

Convexity filter settings.

Note that the “Advanced Perlin” device is outputting to multiple devices.  I did this by clicking from “Select Convexity” to “Advanced Perlin”- not the other way around.  This allows you to hook several subsequent inputs into a single output.  Neat trick, huh?

Once your convexity properties are set, you can connect it into the 3rd input of a “Chooser” node.  This is the first button under the “Combiner” tab and it combines two devices based on a heightfield (rather than combining them procedurally).  Create this node in your graph, and connect your two colors to the first and second inputs of the “Chooser”.  Connect your convexity selector to the third input, and enjoy your results.

Occluded areas are now darker.

Now that we’ve set up the first combiner, I won’t bother with the repeated details.  Let’s explore the other selection devices and see how else we can blend our material.  Creative blending here will save you time and effort later on in 3dsMax, Terragen, or Vue d’Esprit.  You won’t need to generate procedural blending maps or masks because you’ll be able to render precomputed maps from World-Machine.

Select the “Select Slope” selector from the list, and connect it to the terrain generator as you did for the last selector.  Double-click on the selector.  In the following window, you’ll see two sliders that control the start and end of the slope selection.  Lower values mean shallower slopes, and higher values mean steeper slopes.  I’ve selected a moderate range of shallow slopes with a low falloff.  I want a little mixing between grass and rock, but not much.  This gentle blending has a great effect when rendered.

We can select a slope here.

Similar to the previous process, create a new “Chooser” node, and connect your rock color and the previous chooser as inputs.  You’ll then connect your new “Slope Selector” as the final input node (the mixer).

So far we’ve mixed two kinds of grass and a single rock color.  For the snow, let’s spice things up.  I want snow on the North-facing peaks above a certain elevation.  Sounds like a tall order, doesn’t it?  It’s not!  World-Machine allows you to combine mask maps in much the same way that it allows us to mix color maps.  We just have to combine a “Select Angle” device and a “Select Height” device such that we get a mask that fits our demands.  Try getting angular snow deposits in 3dsMax- fat chance.

We’ll start by creating the “Select Angle” device and attaching it to the “Advanced Perlin” heightfield generator.  I’ve included a screenshot of my settings below.

The select angle device in action.

We’ll also want the “Select Height” device, which allows us to set a minimum on how far down snow should go on the heightfield.  Just like the other filters, this needs to be connected to the heightfield generator as well.  Notice a similar interface to the “Select Slope” window.  We select a range using the two sliders- higher values indicate a higher elevation, while lower values indicate a lower elevation.

The select height device in action.

Finally, you’ll create a simple “Combiner” device.  Notice the difference between a combiner and a “Chooser”.  The combiner does not mix according to a map, but instead according to a formula.  Also, the combiner can be biased one way or another- an important quality that we’ll use.  Create your combiner and hook both selectors into it.  Double click on the combiner and set it to “Multiply” with full bias toward the height selector.

Combining two alpha maps as masks.

Only one small detail remains, although the next step should be pretty clear.  You’ll want to use this combined map as the choose-y map for another “Chooser” device.  This final “Chooser” will select between the snow and the grass/rock result we got from the last “Chooser” node.

The Overlay Device

The Overlay Device.

But how to overlay this awesome color map on our terrain?  For that you’ll want the “Overlay View” node, found in the “Output” tab.  The image is of a terrain with a colorful topography.  When you connect the resultant color map to the “Overlay Input” on the Overlay View (bottom input) and the original heightfield into the “Primary Input” on the Overlay View (top input), you’ll see the terrain displayed in the preview viewport using your awesome new color map!

When all is said and done, here’s what my node graph looks like.  Notice I bypassed the terrace node to keep the color map and the heightfield consistent.

Final node graph, minus terrace.

And that’s all there is to it!  I know it seems like a mess, but it’s actually pretty basic considering what we managed to pull off.  You can combine these in a wide variety of ways, including combining them into macros and merging many together to simplify the node graph.  Very complex materials are possible.

Consider experimenting with this technique to colorize sediment from the erosion device, or create sandy beaches with the “Coastal Erosion” device.  what makes this special and a world apart from doing it in 3dsMax or Maya is that you have a lot of information that you wouldn’t otherwise have.  Deposition maps, flow maps, wear maps and more would otherwise have been lost.

Here's my final rendered terrain.

Sub-Surface Scattering

Written October 27th, 2008
Categories: Effects, Materials / Shaders, Rendering / Compositing, Videos
9 comments

This is definitly the best Monday Movie yet. My tone is consistent, the video is clean and neat, and I barely had to do any audio editing at all. Eventually I might even get serious with these and start adding in watermarks and little intro “swoosh” logos or something!

But anyway. This Monday Movie is about how you should go about starting to learn Sub-Surface scattering in 3d studio max. It can seem daunting at first, but I show you how to properly set up a scene for testing, and where you should start when using the material. It’s a great primer!

Making of the Prince

Written June 18th, 2008
Categories: Articles, Maya, Modeling, Offsite
No Comments »

“The prince started out as an exercise. Finally a free weekend I can spend on realizing my own concept. I’ve been thinking about it all week. I usually don’t do concepts for exercises, all I knew I wanted something different. Not another head, not a monster or soldier, the net is full of those. Then I remembered a photo I took last summer on a lakeside nearby. That’s it! A frog is not a complicated character and it has it’s certain charm :-) I really like nature photography and have some experience in it so it shouldn’t be too hard.”

Creating Modern Materials

Written June 18th, 2008
Categories: 3d Studio Max, Articles, Offsite, Textures / Materials
No Comments »

“Car paint is one of the favourite materials of the industrial design students of the Florence Design Academy (www.FlorenceDesignAcademy.com). You can use it for any product design, especially for mobile phones, mp3 players, bikes….or simply for a concept car. There are many different types of car paints. The”

Interior Lighting using Vray

“This video tutorial is created by artist Giorgio Luciano in 3ds max using Vray. Giorgio live and dream in Genova and was born in 1975 (Gemini). Love art, reading, drawing and the smell of the place where live after the rain. This tutorial will cover the interior lighting, materials & rendering (explained color mapping, gamma). This 8 minutes video tutorial will definitely help you.”

Lighting and Materials in 3DS Max

“These video tutorials is created by artist Giorgio Luciano in 3ds max. These tutorials will throw light from basic settings of Lighting and Materials to final render. This approx. 1 hour series will help you in refining your skills. Giorgio live and dream in Genova and was born in 1975 (Gemini). Love art, reading, drawing and the smell of the place where live after the rain.”

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