3ds Max Tutorial to Use Lighting and Reflections HDRI

Here’s a 3ds Max tutorial that have purpose to use HDRI - lighting and reflections. For this tutorial I am using 3dstudio MAX 6 and Brazil 1.2 to render. Do not dispair though if you do not have Brazil, its only a renderer, the tutorial goes through how to make it with 3dsmax alone. Brazil just speeds up the rendering process for my benefit. Unfortunately if you are using 3dsmax3 you will need to upgrade, if you are using 4 or 5 you will need to download this

http://www.splutterfish.com/sf/downloads/max/hdri/HDRI_v1.0.1.zip

And if you are using max6, then thank your lucky stars, its already installed for you (isn’t that nice of good old discreet?)

HDRI light probes can be downloaded from
http://www.debevec.org/Probes/

HDRshop can be downloaded from
http://www.debevec.org/HDRShop/
HDRshop is a must have for any 3d enthusiast and also essential for working with HDR images. Although not in this tutorial.. I don’t have time to explain hdr shop nor setting up probe images from mirrored ball to latitude/longitude.

1. OK, firstly, if we are going to make lighting and reflections, we need something to light up and reflect the environment. As you can see from the image below, i have really pushed the boat out and created, not just one sphere, not two or three, but four, and to further advance my cg talents, I’ve also created a plane for my four amazingly complex spheres to sit on. And doesn’t it look spectacular right now? Really the objects aren’t important, since no one really uses HDRI to light 4 spheres anyway, just use the tutorial to light any scene you like.

2. Now that we have our brilliantly creative starting point. Lets create some HDRI reflections.

Firstly, download this - http://www.bfgc.pwp.blueyonder.co.uk/hdri/Apt-probe.hdr

Secondly lets add the reflection map: goto rendering> environment, under background, click the “environment map:” box (its the one that currently says none in it), choose bitmap and then choose the apt-probe that you just downloaded, after you click ok it brings up another window, press ok on this one too. Now, with the environment window still open, open the material editor aswell. Drag and drop the “map #1 (apt-probe.hdr) into a free slot in the materials editor setting it as an instance, and follow the next instructions: -In the “coordinates” rollout, change the mapping type to “spherical environment” (its in the drop down box next to mapping if you get stuck looking), and change the blur to 0.1. now scroll down to the “output” rollout and set the RGB level to 100 (or any number, it really depends how you want you reflections to look).



3. Great our shiny objects are now reflecting nicely :) Lets make some nice lighting. Create a skylight and place it somewhere in the middle of your scene above your objects.

Download http://www.bfgc.pwp.blueyonder.co.uk/hdri/apt-BLRD.hdr and then place it in the “none” box underneath “sky colour” in the modify proerties of the skylight. Do exactly the same as you did for the apt-probe by instancing it into the mats editor and using the same settings as the reflection map. Note: you will have to ensure the “environ” button is checked in the “coordinates” rollout before you can change the mapping to spherical environment render, and there you have it.. HDRI.

3ds Max Tutorial to Make Crystal Ball

Here’s a 3ds Max tutorial to make a crystal ball. This tutorials will show you an easy way to make a crystal ball. Enjoy it!

First reset max. Then choose the sphere Object, then take your cursor and make a nice sized sphere.



Now press “m” to bring up the material editor, and select a normal gray unmodified material and check the three boxed circled below:




Now we have to make a nice reflection. To do this go to “maps” in your material editor, and open it up. Then check reflection, and click were it says “none” to chose he image that you want it to reflect. To get the right effect you are going to need something that is a shiny chrome color. If your version of max came with the materials that mine did than chose the chrome material below:



Now we need to give the ball a “see through” affect. To do this go to maps, and check “opacity” and were it says “none” click and chose “falloff”.



Now scroll back up to were the material colors are now you are all done, when it is rendered you should get an image very close to the one below:



Enjoy it!



V-Ray Grass

If you are using v-ray and don't use the VRayDisplacmentMod, then you should switch to mental ray! I use both, but v-ray is very powerful at performing geometric displacement, and is superb at creating organic objects; even grass looks good with displacement. Mental ray is good at displacing small polygons of geometry, where V-ray is good at displacing detail over large polygons. For this reason v-ray 1.50 sp1 is much more successful at creating grass for very large sites; a big plus!


A torus-knot with VRayDisplacmentMod modifier (light cache & irradiance map with 2 vray area lights)





The shader is simply just a VRayMat, with a grass map in the diffuse slot. Then I applied the VRayDisplacementMod modifier to the object. I instanced the image map from the shader into the displacement modifier.


VRayDisplacementMod settings:

• For something like grass it’s very important to use 2D mapping rather 3D mapping.

• I instanced the image map from the shader into the Texmap.

• I changed the amount to 4” to have taller grass blades.

• I increased the resolution to 2048 for better quality.