Matching the Environment - Part 7 - Populating a Scene

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Industry
  • Design Visualization
Subject
  • 2014
  • Lighting
  • Shading
  • Lighting and Rendering
  • Workflow
Products
  • 3ds Max
Skill Level
  • Intermediate
Duration
3 min

Matching the Environment - Part 7 - Populating a Scene

?This is Part 7 of the Matching Environment series. In this tutorial, you will leverage the Populate tool to add animated pedestrians to your scene. ?

Notes

  • Recorded in: 3ds Max 2014
  • This tutorial is intended for use with 3ds Max version 2014 or higher.

Recorded in: 3ds Max 2014

This tutorial is intended for use with 3ds Max version 2014 or higher.

Transcript

00:00:07 --> 00:00:14
In the last movie of this series, you use the Populate tool to add animated pedestrians to liven up the scene.

00:00:14 --> 00:00:20
In order to use the Populate tool, you need to have 3ds Max 2014 or newer.

00:00:21 --> 00:00:27
This movie doesn't cover the Populate tool in-depth, just a basic workflow to add a few characters here and there.

00:00:28 --> 00:00:35
We will cover the details in a future tutorial, in a scene with a bit more space than just a narrow sidewalk.

00:00:35 --> 00:00:37
For now, we'll do with what we have.

00:00:38 --> 00:00:45
If you need to, open the file Env_populate.max to continue where the last movie left off.

00:00:46 --> 00:00:51
First you need a couple of pedestrian flows, on either side of the kiosk.

00:00:52 --> 00:00:57
Right-click the top view to make it current, it's easier to place flows in that view.

00:00:58 --> 00:01:01
If you need to, zoom back a little.

00:01:01 --> 00:01:08
To access the Populate tool, expand the ribbon, and then click the Populate tab.

00:01:08 --> 00:01:16
Click the Create Flow button and hover over the Top view. A brush appears where the cursor is.

00:01:16 --> 00:01:22
The brush defines how wide the flow would be. The Width of the brush can be changed.

00:01:22 --> 00:01:31
Even though you're using meters as Display Units, the brush width value is defined by your system units, currently set to inches.

00:01:31 --> 00:01:36
Here you need a flow that's about 4 m-wide on either side of the kiosk.

00:01:37 --> 00:01:40
4 meters is roughly equal to 160 inches.

00:01:41 --> 00:01:46
Change the brush size to 160 and maximize the top view.

00:01:52 --> 00:01:57
Press G to disable the grid, it makes it a bit easier to see.

00:01:57 --> 00:02:00
Click a point to the left of the scene,

00:02:02 --> 00:02:06
and then hold Shift and click a point to the right to create a flow.

00:02:06 --> 00:02:12
Holding shift ensures the flow is horizontal or vertical, much like it works on splines.

00:02:13 --> 00:02:15
Right-click to end the flow.

00:02:15 --> 00:02:20
If you need to, you can move the flow to adjust its position.

00:02:22 --> 00:02:27
You can make other adjustments such as Lane Spacing or Density,

00:02:29 --> 00:02:33
to increase or decrease the number of pedestrians.

00:02:36 --> 00:02:41
Create a second, similar flow on the other side of the kiosk.

00:02:48 --> 00:02:52
Press Alt+W again to go back to a four-viewport configuration.

00:02:53 --> 00:02:57
You are ready to simulate the walks, simply click the Simulate button.

00:02:58 --> 00:03:06
By default, the simulation takes place over 300 frames or 10 seconds using an NTSC 30fps default signal.

00:03:06 --> 00:03:08
That's fine for our needs.

00:03:09 --> 00:03:14
When the simulation is done calculating, play or scrub the animation.

00:03:17 --> 00:03:28
If the original positions of the people at frame 0 is not to your liking, you can select a flow and change its Positions value and run the simulation again.

00:03:39 --> 00:03:48
The types of people and their textures are simulated at random, and sometimes, you get too many of the same characters or same clothes.

00:03:49 --> 00:03:56
If you want, you can select any character and regenerate it. This creates a bit more variety.

00:04:02 --> 00:04:12
In addition to walking pedestrians, you can also create some idle areas as well, people waiting about or chatting together.

00:04:12 --> 00:04:18
Zoom in a bit in the top view and then click the Create Free Idle Area button.

00:04:19 --> 00:04:27
Using it as a lasso tool, create a roughly oval shape between the two flows, to the right of the kiosk.

00:04:27 --> 00:04:32
Adjust the Density and other values before you simulate the behaviors.

00:04:32 --> 00:04:40
You can set your preferences to favor individuals or groups of people chatting together.

00:04:49 --> 00:04:55
If you need to, regenerate specific characters until you get a result you like.

00:04:55 --> 00:05:01
You can also change the general motion of a group of people sharing the same flow.

00:05:06 --> 00:05:10
Remember to run the simulation again to update the results.

00:05:18 --> 00:05:27
Typically, you need to be careful when you create your flows and idle areas because the Populate tool always works in AutoGrid mode.

00:05:28 --> 00:05:39
For example, if you attempt to create a rectangular idle area to simulate people inside the booth, you will notice that it gets created on the roof.

00:05:46 --> 00:05:50
You will then need to move it down to the correct height.

00:05:50 --> 00:05:55
Run the simulation and make any necessary adjustments you need.

00:06:15 --> 00:06:21
Before you run a final render, consider the Matte/Shadow plane you have been using so far.

00:06:21 --> 00:06:27
It's large enough for the booth, but not to collect shadows from all the walking pedestrians.

00:06:28 --> 00:06:33
Select it and make sure it's wide enough to accommodate the walking flows.

00:06:34 --> 00:06:38
Select a frame you like and render it out to see the results.

00:06:45 --> 00:06:50
Ultimately, you can render out an animation or view the one that's been provided to you.

00:06:51 --> 00:06:56
In this tutorial, you learned to integrate 3D elements into a real-world environment.

00:06:57 --> 00:07:01
You learned to match the 3D camera's perspective to that of a real-world camera.

00:07:02 --> 00:07:08
You also learned to use different lighting scenarios and the potential problems that come with them and how to overcome them.

00:07:09 --> 00:07:15
Finally, you learned how to liven up your scene with walking pedestrians using the Populate tool.

00:07:15 --> 00:07:20
We hope you have enjoyed this tutorial, thank you for watching.
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Tags
  • 3ds Max
  • 2014
  • Lighting
  • Shading
  • Lighting and Rendering
  • Workflow
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