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Friday, May 8, 2015
Wednesday, May 6, 2015
Coca Cola 3D Modeling Texturing Rendering
Author: Dinelson1 | 1:50 PM | 2 comments |
Coke can Part 1 modeling
Sunday, May 3, 2015
Parametric modifier in 3ds Max
Author: Dinelson1 | 5:43 AM | No comments |
Keyshot tire sidewall texturing
Author: Dinelson1 | 5:40 AM | No comments |
Download 3ds Max model here.
Another detailed tutorial here:
Another detailed tutorial here:
Friday, May 1, 2015
Create a Photorealistic Car Render using 3ds Max and Vray
Author: Dinelson1 | 12:43 PM | No comments |
Whenever you see highly realistic images of CG cars, you may think that it is an incredibly difficult process to arrive at such a high quality result...this is not actually the case. In this tutorial, Sumeet Gupta will show you how easy it can be to create a photorealistic car render using 3DS Max and Vray, as long as you know the right steps.
For this tutorial, Sumeet used “Dodge Viper”, but these steps will let you can achieve similar result using any high-rez car model.
Step 1
In order to achieve similar results as above, you need to model a detailed and clean car. If you don’t feel like modeling, you can use a pre-made model too. Another important step is to find a good HDRI image and a matching back plate. I got one atwww.hdrilocations.com/freesample.php, but you can also do your own research to find a good HDRI and back plate, as there are plenty of them available on internet. When you are done with collecting your models and HDRI, fire up 3DS Max and import/ merge the car model into a new 3DS Max scene.
Step 2
Create a long plane in the TOP viewport. Position the plane so that it lies under the wheels and acts as a road.
Step 3
Make sure your perspective view is selected, and go to “Views > Viewport Background > Viewport Background” or (Alt+B). Click on "Files" and load the background image. Use selected settings while loading a background image.
Step 4
Go to the TOP viewport again, and create a standard Target camera. Don’t worry about it’s position and settings, I will explain this later.
Step 5
All good back plates contain information about f-stop number, iso, and other important settings. All we have to do to match some of image parameters with the camera we have just created. So right click the image, and under “properties”, go to “details” and scroll down until you see the “Camera” roll out menu. Currently we will match only the "Focal Length" parameter. As you can see, the back plate image has a "Focal Length" value of 45.
Step 6
Back in 3DS Max, go to "Camera Settings" and and change the "Lens" settings to 45. Also, change the perspective view to your camera (C).
Step 7
Now, we need to match our perspective with the background image. There are several ways to do that, such as camera tracking etc. I, personally find those methods too complicated, so i use the method of trial and error. What i do is try to match the perspective of road with the background image using camera tools such as "Orbit Camera" and "Pan"(Mouse Middle Click). If you think the car is too small then you can use"Dolly Camera" as well. When you are satisfied with your composition, right click the camera, and go to "Camera correction modifier". Click on "Guess", and it automatically sets the correct perspective. After couple of minutes of experimentation, my viewport ended up like this.
Step 8
Our scene preparation is now done, so let's get on with the materials and texturing. Assign a "shellac" material to the car body. Under the "Base and Shellac" material option, use "VRayMtl", and put a value of "100" under "Shellac Color Blend". Go back to the Base material and use the settings shown below.
A Shellac allows you to superimpose one material over another, with the base material being underneath and the shellac material over it. The "Shellac Color Blend" box controls the amount of shellac that gets laid over the base material, and the Subdiv value control the smoothness of material. The more subdivs you have, the material will look noise free in the render, but this will of course increase the render time.
Step 9
For the car body color, go to "Car Color", under Shellac material options, and use the following settings. I decided to give the car body a deep red color, so I used a Falloff gradient under "Diffuse" slot from light red to deep red. If you want a Black carpaint, for instance, then you can simply replace the light red with Grey, and the dark red with black. I have also used Fresnal reflections this time. Fresnel describes the way a surface's attributes change depending on the view angle.
Step 10
For the windshield material, apply a VRayMtl to the windshields, and use the settings shown below. Note: The reflect parameter controls the reflection of the material. Black means the material will not reflect anything, and white means it will reflect everything in the scene. The refract value gives transparency to the material where white means 100% transparent, and black means 100% opaque. Also, I used a small picture of a Rainbow gradient under the Diffuse slot, you can find a similar one using Google.
Step 11
For the tire material, apply a VRayMtl and check "BRDF" as "Ward". The BRDF parameters determine the type of the highlights and glossy reflections.
Step 12
For the rims material, apply a VRayMtl using the settings shown. The reflection glossiness controls the parameters of specular reflections in vraymaterial. The lower the value (0.45-0.75), the blurrier the reflections. Also, if you use less values of reflection glossiness, you need to crank up the subdivs, as blurry reflections produce more noise in the render.
Step 13
Now, assign a "Matte/Shadow" material to the road, so that it catches the shadows from the VrayLight and HDRI. Open the "Material Editor", click on "Get Material", select "Matte/Shadow" from the list, and apply it to the road. Use the default settings of the "Matte/Shadow" material.
Step 14
Time to use the HDRI to light up the scene. Press "M" to open the material editor window, and click the "Get material" button. Another window of "Material/Map Browser" will pop up. Select "Bitmap" from the list, and load the HDRI from the browser.
Step 15
Go to the "Lights" menu, select "vray" from the dropdown menu, and create a "VrayLight" above the car using the following settings. You will need to adjust the multiplier value according to your scene. In my scene, a multiplier of "1.5" worked perfectly.
Step 16
Position your "Vraylight" so that it sits on top of the car.
Step 17
Open the "Material editor" again, and drag the HDRI into the "Use texture" slot of the VrayLight .
Step 18
Press "F10" to open the Render Setup window. In the V-Ray Menu, go to "Global switches", and uncheck "Default lights". Under "Image sampler", select"Adaptive subdivison", and select "Mitchell-Netravali" as the Antialiasing filter. Under the Environment tab, check"Reflection/refraction environment override", and drag in the same HDRI that you applied on the VrayLight. Under the color mapping rollout, select "Exponential" as the type, check "Sub-pixel mapping", and also "Clamp output", leaving the "Clamp level" at 1.0.
Below is an explanation of the settings:
Use the following render settings:
Step 19
Now, lets render our first image. Press "F9" for quick render. As you can see, it's not quite as it looks in the Final result, so lets tweak some more settings.
Step 20
Press "M" to open the material editor window, and select the same Bitmap material containing the HDRI file. Now here is the tricky part. We need to adjust the position of HDRI till we get good illumination and reflection on the car body....and there's no other way to do this except Render, Render, and Render!
After hitting several renders, my bitmap parameters came up like this:
Step 21
So, here is the final render from 3DS Max. As you can see, it is still slightly different from the finished image. Don't worry, we will improve the render in Photoshop in next step!
Step 22
Fire up Photoshop, and open the previous render. Add some warm tones using "Color Balance". Press shortcut"Ctrl+B" or go to "Image>Adjustments>Color Balance". Adjust the sliders according to your needs. I used the values of "+16, 0, -13". I also added some headlight glow using a plugin called "Knoll Light factory", and adjusted some levels to get a nice brightness/contrast to the image. You can also add some cool lighting effects and try different post treatments using any other plugin or in photoshop itself.
Conclusion
This concludes the tutorial. I hope you enjoyed it and learned something new. If you are unable to understand any step, please feel free to post a comment, and i will try to explain it as best as I can. Thanks for your time!.
Setup car rendering studio with V-ray by be_fast
Author: Dinelson1 | 11:49 AM | 2 comments |
Final Result :
1. Open 3DS Max . Press F10 to show rendering settings dialog or the button with the tea-pot icon on the main panel as shown on the picture 1. At the Common tab expand Assign Render rollout and show the dialog to select V-ray reder by pressing the button with the triple-dot.
2. Set parameters of V-ray and Indirect Illumination rollouts as shown on the following pictures:
3. Then create a line (not necessarily NURBS, but my opinion is that nurbs is the quickest and high-quality mean to create beautiful bends what is actually needed to form the wall of the studio)
4. Apply Extrude modifier to the newly created spline to model the wall. After extruding convert the object to Editable Poly or apply Edit Poly modifier to make bottom of the wall fluently become a floor. For this purpose select the lower edges of the wall, hold Shift and move a lower verge forward, and after Scale Down you will get new edges. After that operation you will have the floor with a direct corner in relation to walls. To create a smooth transition select edges along connection of the wall and the floor and apply Chamfer. To create the same for ceiling apply Symmetry simply. And also use Mesh Smooth for smoothing the surfaces.
5. We will create illumination with V-ray lights. You can see how to locate them correctly on the picture 5. All of the light sources are directed on walls. And exactly this will give the effect of the dissipated light as in the real studio. Intensity (Multiplier of every source is to be picked up by the means of several experimental attempts)
6. We do not have the last wall. Just make it as an ordinary plane. Well and for the tests of the auto paint create a sphere in the middle of the studio.
7. After the required foreshortening of the Perspective View is selected (along the diagonal through the studio having the sphere in the center of the view) press Ctrl+C to create a Camera and fix the chosen foreshortening. In future pressing P will allow you to switch to the Perspective View mode fast twisting the view and turning it and then going back to the fixed one simply pressing C. This will help you designing your environments really fast having the final shot controlled as well as the overall scene structure.
The most important effect of a studio is the illumination that goes beneath the background. I achieved the best results with Target Spot. Target it from a sphere on a wall as shown on the picture 7. To make the background illuminated softly from beneath you would have to decrease Hotspot/Beam and increase Falloff/Field in Spotlight Parameters
8. Create material of the studio - ordinary grey V-ray material (picture 8) and material of the auto paint (picture 9)
9. Making a render test by F9 at the active type of camera/perspective or pressing the Render button as shown on the picture 10
10 Add another thin Vray Light as on the picture 11 for more contrast thin reflections.
12 The same scene and material of paint on the car model.
Good luck! Don't forget that surpassing my result is very simple – just experiment more.
Thursday, April 30, 2015
Model A Cushion with 3ds Max Cloth Modifier
Author: Dinelson1 | 6:44 AM | No comments |
For more training please go to Learnarchviz.com
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