finalRender (3dsMax) Lights & Volumetric Live Recording Tutorial

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Last modification: 1 Nov, 2019
Industry
  • Design Visualization
Products
  • 3ds Max
Skill Level
  • Beginner
Duration
51 min

finalRender Lights & Volumetric Live Recording Tutorial

Keypoints covered in this tutorial:
- Types of Lights
- Exposure control
- Modifying the Aperture / Shutter Speed / ISO values via 3dsMax Physical Camera;
- positioning 'light' to the scene object

- Photometric Lights : Free Light
- ActiveShade mode for real time feedback;
- Enhancing light source using the Templates: e.g. 'Street 400W'
- Intensity : Dimming values
- Target Light
- Standard lights : Free Spot light
- duplicating using Spot Light to a 2nd bulb source

-adjusting / using Decay : Type: Inner Square Start value
- adjusting Intensity : Multiplier to 20

fR-RayTraced Shadow
- Spot Light Parameters : playing with the Hotspot / Falloff values
- playing with the Far Attenuation to control zero light areas

- Adding on 3dsMax : Standard Light: Skylight
- Multiplier : 0.02

- Omni Light (not necessarily for night scene)
- finalRender supports every LIGHT TYPES in 3dsMax, this is not the case with all renderers in the market
- Omni light adjustments: Multiplier (5) with Inner Square / Far Attenuation (Start 80, End 660)

- fR- AreaLight
- finalRender trueHybrid offers the best flexibility in terms of light support you can get on 3dsMax.
- adjust Color / Shape: Light size, Instance; duplicating.
- using the make 'Visible' under Shape;
- using Multiplier increase value for random rays effects
- If hide 'Visible' (off)
- IES Light : Photometric Web e.g. Point Stadium
- The above gives FR combined control pf Area Light and IES Light

- In-depth fR-AreaLight
- Controlling values via Directional % (such as restricting angle of area light in scene...) e.g. 85% which resembles the Spot Light effects. fR-AreaLight is physically accurate !
- Far Attenuation : Start (0.0) End (increase value) - watch the changes in ActiveShade real time mode
- again, how to control areas you want that has no light dispersion
- Edwin talks about the random ray effects that appear like sparkles on the scene ground : this is random rays 'Unbiased' path-tracing rendering simulation.
- How to reduce the sampling of these random rays effects using Surfaces: On 'Specular' and see what happens.

- Array Tool
- creating more street lamps in 3d perspective using Array tool.
- Instance thhem
- Active Shade rendering in viewport
- reduce the angle, and set Directional % to 55.
- adjusting Color : Kelvin (2700) to throw a warm brownish light

VOLUMETRIC LIGHTS
- Select the Atmospheric Apparatus: Box Gizmo and drag to the Street Lights;
- Call up Environment tab : add Atmospheric effect combined with fR- Environment_Fog : pick your Gizmos
- fR_Environment_Fog : adjust fog density;
- the trick here is how you balance the sampling values of Fall Off and Step Size; casting shadows.

MATERIAL EDITOR
- control density and fog with a material map;
- under finalRender Environment Fog : increase density 0.1
- NOISE parameter in Matl Editor: adjust Noise Threshold
- adjust Fractal and Fog Color.

Email 3dgallery@cebas.com

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  • 3ds Max
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