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.
Sub-Surface Scattering Physical Material
Hey everyone!
This week, we’re going to be looking at how what we learned last week applies to the Sub-Surface Scattering (SSS) Physical Material in 3dsMax and mental ray. They’re very similar, but the physical material gives you a little more control over the final outcome. Since this is both a shader and a material type, what you learn here is applicable across many applications!
Sub-Surface Scattering Setup
Hey everyone!
This week I’m doing a redux of my original Sub-Surface Scattering Monday Movie. The footage is clearer, and we’re taking a deep dive into how you can get started using the fast skin materials in 3dsMax and mental ray. Next week, we’ll be taking a look at the Sub-Surface Scattering Physical Material!
Enjoy!
Faster Renders Part 2
Hey everyone!
I’ve been a little off the radar lately- just got done with a road trip. On the bright side, I’m refreshed after the vacation, and ready to bring you another Monday Movie! This week, we’re looking at 3 more techniques for reducing your render times in 3d Studio Max. These aren’t quite as universally applicable as last weeks, but they can still save you a lot of time when the circumstances are right. We’ll be addressing:
- polygon counts,
- precomputed lighting, and
- advanced material substitution.
You’d be surprised how much time you can save by reducing render times, so this movie will give you even more ways of speeding up your throughput!
Faster Renders Part 1
Hey everyone!
This week’s Monday Movie is about how you can lower your render times in 3d Studio Max. Optimizing renders is a critical skill that hasn’t been very mainstream, even though it’s still important. We’re going to look at four of seven techniques:
- Changing the render size,
- Rendering areas,
- Changing lighting parameters, and
- Lowering render sampling.
We’ll be taking this render from 25 seconds down to 7 seconds without big changes in quality. Knowing where you can shave time off of renders is crucial to your productivity and to speeding up your learning.
Ambient Occlusion Mix Map
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.
Glare Effects
Categories: Effects, Lighting, Rendering / Compositing, Videos
6 comments
This week’s Monday Movie is about how you can create a light glare effect in your renders both in Photoshop and using mental ray’s “Glare” shader. I wasn’t sure I’d have this tutorial out in time, but it actually came together pretty well!
The glare effect in 3dsMax is basically the process of looking for super-bright pixels in the rendering and blurring them on their own layer. You can do this in Photoshop after the render, but it doesn’t take into account the brightness of the pixels (i.e. white and ‘light-emitting are identical). Thus, by generating a glare layer, you have a lot of control over how your final render looks in 3dsMax. If you’re working on photo-real work like architectural visualization or product rendering, this is exactly the kind of technique you need in your repertoire!
Also, I’m afraid I haven’t made enough progress on my side project to fully unveil it. However, I’m looking to create a tutorial collection website that will be the largest, most searchable 3dsMax tutorial database out there! How do I plan to do this? Well, you’ll find out! But the good news is that it’ll have minimal advertisements, ratings, and tons of healthy learning opportunities. More to follow as it happens.
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?
mental ray Displacement Quality
Categories: Materials / Shaders, Rendering / Compositing, Videos
7 comments
In this Monday Movie I show you how to tweak mental ray displacement settings in 3dsMax. Learn how to speed up your renders by approximating displacement more roughly, or really juice your displacement maps by getting sub-pixel displacement!
Sorry about the lousy encoding, my computer’s been acting up something fierce these days. This weekend I’ll hopefully get a fresh install going and that’ll give me the edge on next week’s Monday Movie. In the meantime, I hope you enjoyed those steampunk reference images!
Clay Rendering vs Ambient Occlusion
Clay rendering in 3dsMax is probably the most important skill every arch-viz student and practitioner should have. It not only lets you rapidly create good looking renders for the client, but it also helps you down the line when composting your final shots.
This Monday Movie looks at the difference between a traditional clay render, an ambient occlusion render, and an ambient occlusion pass. The differences are crucial to knowing when to use one over the other. To summarize, the clay render is the easiest to setup but the slowest to render and least flexible of the 3. The ambient occlusion render is harder to set up, but it’s got more flexibility to it. However, neither one can replace a true ambient occlusion pass, which is always good to know how to do.
Note that I don’t cover how to get your AO pass to handle displacement and bump-maps. We’ll have to cover that another day! By the way, is this not the crispest YouTube embed you’ve ever seen?
Introduction to Anti-Aliasing
Hello Everyone,
So we’ve all heard about anti-aliasing, but what is it really? In this tutorial I’ll be giving you a background on what anti-aliasing and sub-sampling mean in 3dsMax so that you can jump into a production setting with some understanding right off the bat. We’ll start off by looking at anti-aliasing in the scanline renderer, followed by sub-sampling in the scanline renderer and mental ray, and finally we’ll review anti-aliasing in mental ray.
What is Anti-Aliasing and Sub-Pixel Sampling?
Rendering in 3dsMax is a very literal process. The renderer takes samples of what the camera sees and converts them into pixels. Only the geometry at the very center of the pixel is considered. Sub-pixel sampling and anti-aliasing are two sides of the same coin. One operates before the pixel is rendered, while the other operates afterward. Sub-pixel sampling is the process of taking more than one sample per pixel and blending them together before the pixel is returned as part of the image. Anti-aliasing is taking the pixels after they’ve been produced in the image and blending them together to remove harsh edges.
Notice the jagged edges in the version without anti-aliasing!
That said, sub-pixel sampling is a smarter but more intense process, so there needed to be a way to quickly take the edge off the final image. That’s why we have anti-aliasing. Note that anti-aliasing and sub-pixel sampling take time, and disabling them will make your renders go faster (though they aren’t as pretty).
But what methods of anti-aliasing and sub-pixel sampling are best? There have been several revolutions on both fronts in 3dsMax. mental ray and the scanline renederer have methods that each deliver a distinct (albeit subtle) flavor of image smoothing. Let’s blast through examples of each and get acquainted with the options available.
Scanline Anti-Aliasing
What I’m going to do here is elaborate on the descriptions provided in the 3dsMax help file. The fact is that whoever wrote this particular article didn’t really go into much detail about what each method looks like, so I’m going to fill in the gaps for you. Each of these renders was taken at the resolution you see on your screen, and each method was left on default values. I used a marble texture because it has plenty of hard edges to be smoothed.
| Method | Description | Comments | Image |
|---|---|---|---|
| Area
(default) |
Computes antialiasing using a variable-size area filter. This is the original 3ds Max filter. | The original filter isn’t bad. Think of it as a gentle Gaussian blur. | |
| Blackman | A 25-pixel filter that is sharp, but without edge enhancement. | This one is a little tighter than the Area method, but it doesn’t explicitly sharpen the image. | |
| Blend | A blend between sharp area and Gaussian soften filters. | Wicked blurry for this resolution, but otherwise a nice smoothing method. Notice the edges are still crisp. | |
| Catmull-Rom | A 25-pixel reconstruction filter with a slight edge-enhancement effect. | Crisp with sharpened edges. No options on this one. | |
| Cook Variable | A general-purpose filter. Values of 1 to 2.5 are sharp; higher values blur the image. | A little blurrier, but the edges are retained in an overlay-like fashion, even for high values. | |
| Cubic | A 25-pixel blurring filter based on a cubic spline. | Blurrier than Cook Variable without edge enhancement. | |
| Mitchell-Netravali | Two-parameter filter; a trade-off of blurring, ringing, and anisotropy. If the ringing value is set higher than .5 it will impact the alpha channel of the image. | A more robust filter, the default values look like Catmull-Rom. | |
| Plate Match/MAX R2 | Uses the 3ds Max 2 method (no map filtering) to match camera and screen maps or matte/shadow elements to an unfiltered background image. | A legacy method. It’s generally for matte-shadow composition. See the F1 help file for more details. | |
| Quadradic | A 9-pixel blurring filter based on a quadratic spline. | Similar to cubic; general blurring. | |
| Sharp Quadratic | A sharp nine-pixel reconstruction filter from Nelson Max. | Not much to say; similar to the Quadradic shown above. | |
| Soften | An adjustable Gaussian softening filter for mild blurring. | Gaussian blurring. Similar to Cubic and Quadradic, this is general blurring without edge enhancement. | |
| Video | A 25-pixel blurring filter optimized for NTSC and PAL video applications. | For use when rendering video with the 3dsMax scanline renderer. |
Scanline Super-Sampling
Super-sampling in the scanline renderer is what you use to control the sub-pixel activity of the renderer. This is different from anti-aliasing because, while it controls edge blending, it does so through sub-pixel sampling rather than through pixel bleeding.
Here is where you can find the super-sampling controls.
Below I’ve included a table showing you example renders for each of these super-sampling methods. I’ve used the same example scene as before, and I’m using the default area anti-aliasing method. Again, I left the default values for each sub-sampler and these images were rendered using the 3dsMax scanline renderer at the resolution you see on your screen. Remember that using sub-sampling will slow down your renders considerably more than anti-aliasing!
| Method | Description | Comments | Image |
|---|---|---|---|
| Adaptive Halton | Spaces samples along both X and Y axes according to a scattered, “quasi random” pattern. Depending on Quality, the number of samples can range from 4 to 40. | Similar to Hammersley, but provides a randomization that extends the uniform variant. | |
| Adaptive Uniform | Spaces samples regularly, from a minimum quality of 4 samples to a maximum of 36. The pattern is not square, but skewed slightly to improve accuracy in the vertical and horizontal axes. | Provides a generally sharper outcome. | |
| Hammersley | Spaces samples regularly along the X axis, but along the Y axis it spaces them according to a scattered, “quasi random” pattern. Depending on quality, the number of samples can range from 4 to 40. | Provides a generally smoother outcome. This method is not adaptive! | |
| Max 2.5 Star | The sample at the center of the pixel is averaged with four samples surrounding it. The pattern is like the fives on dice. This is the super sampling method that was available in 3ds Max 2.5. |
Provides the smoothest outcome. This method is not adaptive either. |
The two adaptive methods are named so because they adapt to the change in pixel contrast while the renderer is operating. In areas of low contrast, the sub-sampler will back off and move more quickly, while in areas of high contrast, the sub-sampler will work more deeply. You’ll see a similar feature in the mental ray renderer soon.
mental ray Sub-Pixel Sampling
In mental ray, we don’t have super-sampling, we have “sub-pixel sampling”. This gives us a very robust level of control over how mental ray samples each pixel in our image. Rather than rely on a forumla to handle sampling, we can simply tell mental ray the sampling levels for high contrast areas versus low contrast areas. We do this with the Samples per Pixel controls in the “Render Setup” rollout, similar to the scanline methods.
These two pull down menus control the minimum and maximum sampling.
The sampling in mental ray is given as a number or a fraction. The whole values indicate how many samples should be taken per pixel (i.e. a value of 1 is just one sample per pixel, while a value of 4 is 4 samples per pixel). Fractional values indicate how many pixels can be filled with a single sample.
mental ray sub sampling at 1/4 and 4
You can probably already see the implications of such a system. If you set the maximum and minimum sampling to 1/4, you’ll get a very blocky, but very fast render. On the other hand, if you set the maximum and minimum sampling to 4, you’ll get a slow but clean render.
Without getting lost in the minutia of 3dsMax mental ray sub-sampling, I’ll also point out that there is a spatial contrast group just below the samples per pixel group. This group controls how mental ray should chose between your minimum and maximum sampling levels based on the contrast across pixels. By default this is set to [5, 5, 5, 5] which is just shy of a 1% difference across pixels when rendering. However, you can change the threshold to a higher value if you want mental ray to bias itself toward the minimum (faster) sampling instead of the maximum (higher quality) sampling.
Anti-Aliasing in mental ray
Finally, let’s look at the anti-aliasing options in mental ray. Since there are only 5 flavors of smoothing, I’m going to include two sample images for each instead of just one. The first image will be using the default values, while the second image will show double the default values. For example, the box smoothing in mr is defaulted at width:1.0 and height:1.0. In image 2 for that method, the values are width:2.0 and height:2.0.
As with the 3dsMax scanline anti-aliasing examples, these images are all rendered at the resolutions you see on your screen. All other mental ray settings are left at defaults (including the sub-sampling levels of 1/4 minimum and 4 maximum).
| Method | Description | Comments | Image | Image |
|---|---|---|---|---|
| Box filter | Sums all samples in the filter area with equal weight. This is the quickest sampling method. |
Typical blurring; just blends the adjacent sub-pixels together. | ||
| Gauss filter | Weights the samples using a Gauss (bell) curve centered on the pixel. | The Gauss filter appears blurrier because it has a larger default size (3,3) than the box filter. | ||
| Triangle filter | Weights the samples using a pyramid centered on the pixel. | Generally yields crisper results. | ||
| Mitchell filter | Weights the samples using a curve (steeper than Gauss) centered on the pixel. | Generally considered the best filter in mental ray. | ||
| Lanczos filter | Weights the samples using a diminishing, but steep curve. | A fine filter that accentuates detail. |
And that’s the rundown!I hope this tutorial has given you an idea of what anti-aliasing and sub-sampling are all about in 3dsMax. Just remember that it’s a quality/speed trade off like most things in computer graphics. You need to find the happy medium in order to come off a head. When in doubt, aim for faster (usually lower) values when testing, and quality (usually higher) values when doing your final output render.
Until next time, happy rendering!
3dsMax Caustics Tutorial
Hey all!
I found this caustics tutorial recently, though I know it’s been around since about 2004. What’s nice is that it’s already in PDF form so it’s easy to download and print. Written by Mario Malagrino for the Florence Design Academy, this tutorial covers the bare bones of creating caustics in a simple waterbox. The nuts and bolts of it are pretty straightforward, and Mario was kind enough to illustrate the tutorial clearly.
Intermediate mental ray Lighting
Hello everyone!
Welcome to the second mental ray lighting tutorial. In this feature, I’ll be walking you through a typical lighting project for a scene I built for one of my Monday Movies. Remember that this isn’t the only way to illuminate a scene, and your render times could get pretty high. We’ll be using mental ray Sun&Sky to get the base lighting, followed by a few area lights to illuminate the hallway section of the render. I’ll show you some common settings you’ll need to set up along the way, and by the time we’re done you should have a well lit scene!
You can download the starter 3dsMax Scene Here.
Note that some of these images will have light leaks above the center divider wall. I didn’t notice these until I was done writing the tutorial, so please excuse the error. The scene I uploaded for you to start with has been fixed. In addition, at the end I changed the floor to carpet instead of hardwood, so don’t be surprised when you start rendering and notice there’s carpeting.
Go ahead and load up the file You’ll notice that there isn’t any lighting, but the materials work together pretty well. I’ve gone ahead and included some little details such as the coffee maker and the tree. However, you’re free to add anything you’d like! Throw in a conference table for good measure, or some blinds on the windows if you’d like to be extra classy.
If you take a quick render, you’ll notice that the lighting is unimpressive, but the materials are right and the modeling is diverse enough to give us a good outcome once we’ve started lighting.
The first thing we need to do is create a daylight system in 3dsMax. Day-time renders are a piece of cake because most of the lighting comes from outside. Under the “Systems” tab of the modify panel, you’ll see “Daylight”. Create a daylight system by clicking and dragging to create the compass rose, followed by another drag and a click to create the light. If you get a dialogue asking if you’d like to use photographic exposure control, click “Yes”. It will yield good results and is vital for this tutorial. The direction of the light doesn’t matter. Click on “Manual” under the “Position” group in the modify panel, and you can then drag the sunlight light wherever you want. I recommend a glancing angle that bounces the light off the floor and wall.
Ignore the box you see on the open face of the building. It’s a little hack that lets you see inside a wall while keeping it inpermiable to light. That box is renderable and only casts shadows. The rest of the walls have a shell modifier on them.
The next step is to set the daylight object to mr Sun and mr Sky. I know it seems like this should be on by default, but there are times when you’ll need to use IES. This isn’t one of them though. By setting the daylight to mental ray Sun and Sky, you’ll be tapping into a powerful natural lighting engine that can make just about anything look awesome. If you get a dialogue asking if you’d like to set the background to the mr Sky map, click “Yes”. It’s just a good idea if you’ve got nothing else for a background.
Go ahead and take a quick render. You’ll see that our scene’s lighting has changed dramatically, and Final Gather is now giving us a little more depth.
Comparable to a real-life photograph, the exposure is adjusted to make the outdoors look reasonable at the expense of making the indoors too dark. We’ll increase the exposure shortly. First, we’ll help mental ray understand that these windows boarder the outside world, and should therefore bring in a little more light.
Under the “Create” tab, under the “Lights” section, you’ll find mr Sky Portal under the “Photometric” group. The mr Sky Portal can be put in the window frames to boost the lighting, and basically earn us an additional Final Gather bounce for free.
It’s important that they reasonably approximate the window frame. It’ll take some guessing and checking, but it’s worth it. You’ll also want to enable the “From ‘Outdoors’” checkbox, if available.
Now that the sky portals are set up, take another render. Notice the difference between this and what you had before. The additional light is clearest on the ceiling and the blueish glow on the wall.
But the image is still too dark! Like I mentioned earlier, our exposure is set to make the outdoors look normal at the expense of how the indoors looks. Let’s increase our exposure such that the indoors looks normal and the outdoors looks blown out. Open your Environment and Effects window (hotkey ’8′) and set the exposure value to 11. Don’t hesitate to try other values and see what you think. This is a very powerful mechanism for altering the brightness of your renders.
Here’s what my render looks like with a value of 11.
We’re looking good! But the hallway still doesn’t have any light. The client won’t like that one bit! Let’s add some lights to the lamps hanging from the ceiling. Select a “Free Light” from the photometric group in the lighting section of the create panel, and place it in the light trough of one of the lamps.
In this case, we want to use long cylindrical lights like fluorescent tubes. We’ll need to select “Cylinder” under the “Emit Light From (Shape)” group. We’ll also need to alter the length and radius of the light to fit nicely in the trough. Finally, be sure to enable “Light Shape Visible in Rendering” so that it actually appears as a tube! It’ll look great with the semi-transparent material I used. Finally, we need to set up the shadow casting. Select “Raytraced” from the pulldown under the “Shadows” group, and then click the exclude button. You want to exclude the light troughs because otherwise they’ll create abnormal shadows on the walls. From the list that appears, select Cylinder02, Cylinder 03, Cylinder09, and Cylinder10. Sorry for the lousy naming conventions- these are the troughs. Finally, select Exclude from shadow casting only; we still want the troughs to light up!
Here’s a render showing where we are so far. The hallway is starting to light up nicely, and the conference room looks like it might actually make meetings fun. This is really going to blow away that client, but we’ve still got a little ways to go before it’s perfect.
From here, let’s bump up the mental ray settings a little. The Final Gather bounces are still on zero and very low precision. The bounces value can be changed to 1 and the Final Gather Precision slider can be moved to “Low”. The renders will take longer, so don’t hesitate to lower these back down until the very end. I’m just increasing these to get closer to my final render.
Here’s what the render looks like after the increases. There’s a little more light in the corners as the Final Gather bounce pushes the lighting into recessed corners. It’s a subtle, but important difference.
We’re almost done! I just want to add two more things.
The first is a light around the corner in the hallway to show that it’s a corner and to imply that the building is larger than just what’s in the field of view. I accomplished this by using a “Free Light” (like in the lamps), only this time I’ll be using a rectangular area light. This will create better shadowing by the door, and make it look like there’s more natural light (like from the other side of the office building). Be sure to increase the brightness a little (I used 2000 cd).
The last thing we want to do is boost up the lighting in the hallway. Right now we’re only seeing what the four florescent lights are generating with the help of the Final Gather bounces. Unfortunately, it’s a little rough between the two lamp units so we’ll want to throw in an ambient-only, standard omni light to brighten it up a bit. Notice that you’ll need to use an abnormally high intensity in order to compete in the photographic exposure control solution. If you didn’t have the exposure control on, the image would be pretty much all white. You can use my setting of 200 intensity, or experiment to see what works for you.
And that’s all there is to it! Take a look at the render below to see the final outcome. Just for kicks, I changed out the floor material for a carpet because that suits the “office” theme a little closer.
I hope you enjoyed this tutorial, and learned a little more about lighting a scene using mental ray. Stay tuned for my weekly Monday Movies, and, until next time, happy lighting.
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.
Easy Clay Rendering
I realize that there are about a million clay render tutorials out there, and thousands for 3d Studio Max. Unfortunately, many people are still hung up on how to do them as evidenced by the questions we get in the 3dTotal forums. To resolve this, I’ve decided to write my own that I can reference whenever the question comes up.
In the same spirit as my toaster tutorial (which will eventually get copied to this blog), I’d like to clearly outline every step in the process so as to leave no questions.
To begin, you see your typical 3dsMax ui. You’ve probably created an object that’s super cool, and you want to show it on a website or in class for critique. But how to make it smooth and crisp so that your modeling can be critiqued? Let’s go through the 3 easy steps to creating a clay render.
Step 1: Assign all the objects a single, white material.
So the first step in this process is the hardest. We need to assign an all white material to the objects in the scene.
We’ll start by using the select all command (Hotkey Ctrl + A), so that we have all our objects highlighted. This way instead of applying materials one-by-one, we can do it all at once.
Next, we’ll need to open the material browser (Hotkey ‘M’).
After that, we’ll need to apply the material to everything in the scene. “But wait, why would we do that before we change the color?” Because this is a great opportunity to illustrate material instantiation! When you apply the material to the object, you can keep working on it in the material browser and the changes will replicate to the copies of the material that have been applied to the objects. Nifty, huh?
Our change will be to alter the color of the “Diffuse” swatch. You’ll want to click on the color block next to the word “Diffuse”, as shown highlighted in red in the image above.
After that, you’ll see the color-picker dialog like below. For my example, I’ve chosen a light grey; about 220.
Step 2: Create a skylight to remove the default lighting.
Super! All the objects are now a single color; white-gray. This is half of the process to a clay render. If you render now, you’ll see that the colors look a little less sickening, but it’s still not crisp. Remember, your render hotkey is Shift+Q!
At this point, go back to your create panel on the right-hand side, and click on lights.
From there, select “Standard” from the pulldown. In 3d studio max 2009, this is defaulted to “Photometric”, and the “Skylight” we want isn’t in that group.
Allow me for a moment to talk about the skylight. If you are in a hurry, go on to the next paragraph. Skylights are lights that are like inverse-omni-directional lights. They don’t emmit light from a single point, but instead cast light from all over. Any part of your scene that has exposure to the “background” will get some exposure to light cast from the skylight. You can experiment with this later by creating a skylight and trying to illuminate an object that is under another object, or entirely enclosed in one.
When you create your skylight, it doesn’t matter where you put it. It’s more of a concept than a literal object, so the skylight object is kind of just a manifestation of the idea.
Step 3: Force the skylight to cast shadows and render.
You’re so close to the clay render you want, you wouldn’t believe it if I told you!
Now all you have to do is click on “Cast Shadows” under the render group in the skylight in order to have it make those luscious soft shadows underneath objects.
Note: If it looks like the “Cast Shadows” group is greyed out, it’s because you’re using the mental ray renderer, or some other 3rd party renderer. You can fix this by hitting F10, going to the bottom of the “Common” tab, and setting your renderer back to the default “Scanline”.
Notice where it says “Samples”? This determines how soft or grainy the shadows are under your objects. The higher this number, the softer and more smooth the shadows will be, and the longer it takes to render. On the flip-side, if you turn this number down to 8 or 5, the render process will go faster but the shadows will be grainy and rough. Feel free to experiment with this and get a feel for the difference.
Finally, go ahead and render your image (Hotkey Shift + Q)
And you’ve done it! You’ve created an easy clay render! It’s really a pretty breezy operation once you’ve done it a few times. In the future, I plan to make some tutorials about making clay renders with mental ray, the sunlight object, and with ambient occlusion (though probably not all at once).
Until next time, happy rendering!


































