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You are here: Homepage /  Tutorials & Tips /  Tutorials / 3dsmax Reflection and Refraction Tutorial
3dsmax Reflection and Refraction Tutorial
 
 
Posted: Apr 22, 2012
Published by: Satya_Reddy
Homepage: Visit the page
Software: Autodesk 3ds Max
Category: Rendering
Skill: Intermediate

Hello, everybody wazzup - here I’m going to show how to get reflection and refraction without anti-aliasing problem using Scanline renderer in 3dsmax unfortunately it was done on 3dsmax 2012 but the process is same in all version so let’s start it.

1. Create a basic cube convert it to poly and extrude the opposite faces in order to get a nice bar shape and chamber the edges to smooth out with amount 16 in my case
This is the final step for modifying the bar before we enter into the ParticleFlow we can do any kind of shapes as you want.

2. Press "6" to open Particle View. Create a flow with a Birth event, Position Icon, Speed, Rotation, Shape Instance, Spin, Scale and Material Static.

3. In the Birth Event, set Emit Stop and Emit Start to 0, and Amount to 60. In Position Icon Location to Volume and
Select Distinct Points Only to 10. In Speed, set as 300 var%0, Directions to Random 3D .In Rotation, Orientation Matrix to World Space
With (X, Y, Z) = (70, 30,180), Divergence to 0. In Shape Instance, Particle Geometry Object select the bar just we created now
Scale to 100% Var%0. In Spin, Spin Rate to 180 Variations to 45 Spin Axes to Random 3D. In Scale, type Relative First, Scale Factor (X, Y, Z) = (98, 98, 98),
Scale Variations: (X, Y, Z) = (116,116,116). In Materials Static as we didn’t create now put some basic material for testing the scene. In the Display event, set Type to Geometry.
4. After doing the all things right you will get something like this.

5. Now Place you Text or Logo any kind of Stuff in the center of the particles

6. We can see that the Particles are animating at this stage, Now select the frame where you want to show the Text in the Scene in my case I selected the 105 frame

7. Now the particles animating in order to stop the particles in 105 frame we can do in PFlow but it will be messy the good idea is to Use Mesher tool
7.1 Goto the Compound Objects and select the Mesher draw the pyramid anywhere in the viewport

8. Now goto the Modify panel of Mesher select the pick Object none button and select the ParticleFLow

9. Now we can see two particles in the viewport (ParticleFlow and Mesher) as we move the time slider both the particlesflow and mesher will animate together to break this chain simply right-click on the mesher particles and covert to poly.

And we can switch off the particleflow they are no longer need now or delete it and place static particles right in place of particleflow there.
9.1 Now adjust the particles if they colliding with text or logo, Delete it by going to PolySelection - element and select the one to delete, move, rotate, scale.
It’s time to make things good create a Camera and adjust it for the part to view right.

10. Create three Omni lights and put in different directions with Ray Traced Shadows, Multiplier to 0.7, Color RGB: 245,245,245.
Omni Light positions Omni 001: X:-622.021 Y: 328.778 Z: 358.253,
Omni 002: X: 850.731 Y:-204.176 Z: 97.157,
Omni 003: X: 18.854 Y:-584.146 Z: 97.157.

11. Particle Material take empty slot Diffuse: RGB:150,150,150, Specular Level to 53, Glossiness to 55
and in Maps Reflection to Reflect/Refract , Refraction to Raytrace
Text Material Diffuse: RGB: 242,247,252 Specular Levels to 95, Glossiness to 16
Now do a test render you can see the image is not good at all we can see there is anti-aliasing problem

12. As you look closely to final video below you can see the text only in reflections on bars not directly to do that
Right-click on the text goto Object Properties uncheck the Visible to the Camera after doing this you only see the text
in the reflections only :).

The Test result

13. To get a good result in the Final Render we should tweak some setting I’m using Scanline render for this effect.
Goto Renderer tab in the Antialiasing Filter select – Mitchell-Netravali, Blur to 1.0
Global Super Sampling - Enable Global Supersampler and select Hammersley, Quality to 1.0.

Render the scene.

14. The Final Result of this Tutorial.

Here is the link of the Final video to see the full animation: https://vimeo.com/35884503

THE END

that’s it, I hope it's been informative.
My blog: satyavisuals.blogspot.com
Email: gsatyanreddy@gmail.com
YouTube Playlist: http://goo.gl/0bWWd

-Satya

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Newest users comments View All 18 Comments
Posted by JoJoMoroN on Mar 20, 2013 at 06:50 PM
Thank you!
Posted by Satya_Reddy on Oct 23, 2012 at 05:18 PM
hello, Rafucero may be its similar i d'not know c4d but i did this while i playing with refelctions and refractions i came to this and taking care of anti aliasing problems too in 3dsmax
Posted by Rich Ahee on Oct 23, 2012 at 01:52 PM
That was awesome thanks
Posted by rafucero on Aug 30, 2012 at 01:15 AM
Written by The Gorilla on April 16, 2010
Posted by rafucero on Aug 30, 2012 at 01:14 AM
greyscalegorilla.com/blog/2010/04/reflective-and-refractive-glass-block-tutorial-part-1-cinema-4d/