Our member Mohammad Soleimani wrote this Hope to Another Sunrise 3ds max tutorial exclusively for 3D Kingdom. It covers creation of a scene from newbies point of view. Very easy to follow...
Hope to another Sunrise (1/3)by Mohammad Soleimani
Hi everybody, I am Mohammad Soleimani I am a self-taught computer graphics This is my first tutorial I hope that you find it useful The main purpose to write this tutorial is to show you how to make a nice image in simple Modeling and heaven post processing I wish you think it after finishing this tutorial After this tutorial I wiil try to write another tutorial but more complex than it Ok .making this scene is very simple I try to make this tutorial step by step Part 1 : ModelingModeling the scene is so simple just follow the /images: Create a plan 1000*1000 with 50*50 segments with this plan we create mountains and landscape for our scene Set density to 5.0 we dont want full detail in viewports full details occur in rendering
Add a uvw map modifier on top of the stack then make sure the mapping type set to be planar
Add a displacemap on top of the stack with this modifier we try to create mountain with this plan
In the image rollout choose noise map then drag it to a new slot of material editor and choose instance
Set noise type to fractal and and size to 165 level to 3 and high to 0.87 and low to 0.43
Adjust the settings of noise map of color#1 and color#2 Add noise map to color#1 slot and color#2 slot Settings: Noise map for color#1 Settings :Noise map for color map#2 Ok now go to master noise map and click on it and choose mask map then from the dialog box choose Keep old map as sub map
You should have noise map as a map and choose gradient ramp as a mask
Right click on the left flag and choose edit properties and set color to black RGB=0,0,0
Then do this for other flags you may add some flags
turn on noise from noise rollout set amount to 8.0 level to 4.0 and size to 3.0
Select plane then in displace modifier set strength to 120
After that you may want to create a camera for your scene
In this simple scene we want to create some trees to fill our scene You can model trees in 3ds max with powerful such as edited poly edited mesh Simple cylinders with scatter or p-clued or p-flow but if you have newer version of 3ds max You can create trees without having time to work more on edited poly and Note:some plug ins such as Digimation Speedtree with powerful tools for animating and more Ok go to create panel and select AEC Extended and then click Foliage and click on Scotch pine icon and create it in viewport In modify panel check only trunk and branches and uncheck other Depended on your system select low,medium,high in level of detail menu
Convert it to editable poly and click on poly and in the select by material by ID field enter 3 for branches then detach it as clone and named as snow_on_tree
select snow_on_tree and add push on top of the stack and set push value to 0.1 add mesh smooth with iteration of one we want to simulate snow on tree this is a simple way to create it but for this case we have many many ways to do just thinking of it..!
ok..to filling our scene we create two rows of tree in left and right of our scene but you may wish to change Seed of every tree to get good looking scene
ok modeling this scene is done in the part 2 we'll try to texture our scene before you start part 2 please save your scene |
Hope to another Sunrise (2/3)by Mohammad Soleimani
Part 2 : TexturingIn this little part we try to texture whole of our scene to make a good material for this scene we must notice that what renderer we need in this tutorial we want to render this scene by Vray so for good result and other resone we use vray material first of all we try to make a material for snow for access vray material you must set your renderer as vray open render scene from render menu ( F10 ) then in common tab go to Assign Renderer then select vray from menu
ok open material editor then select an empty slot click on Standard botton then select VRayMatl rename this slot to Snow
set highlight glossiness to 1.0 , RefL glossiness to 0.35 and Sundivd to 16.0
for diffuse color select Cellular amount=100 Reflect à Falloff amount=35 HGlossiness à Mask amount=100 Bump à Mix amount=20
to adjust parameters of Cellular map set X-Tilling to 0.5 or any value you want
in Cellular Parameters set Cell Color to RGB=255,255,255 and Division Colors to RGB=230,230,230 and RGB=200,200,200 set Cell Characterisitics to Circular set Size to 15.0 , Speard to 0.5 and Bump Smoothing to 0.3
for reflect map add a fall off map to its slot then set Front Color to RGB=54,54,54 and Side Color to 181,181,181 set Fall off Type to Perpendicular/Parallel
in Mix Curve adjust the Curve like this figure:
fot HGlossiness all a mask map then add noise map for map and mask slot of Mask map
adjust noise map for Map like this figure: set noise type to Regular Size to 5.0 , High to 0.62 , Low to 0.6 Set color#1 to RGB=0,0,0 And color#2 to 130,130,130
adjust noise map for Mask like this figure: set noise type to Regular Size to 10.0 , High to 0.66 , Low to 0.55 Set color#1 to black And color#2 to white
for bump map add a mix map then add noise map to color#1 and copy the texture we made for ground for color#2 and Mix Amount
adjust parameters of noise map of color#1 : set Noise Type to Regular and Size to 8.0
ok assign this material to snow on trees material for ground a bit more complex. we try to make a material for ground: select an empty slot of material editor then rename it Ground_Snow set type material to Blend copy material named snow in material 1 then set type material 2 to VRayMtl set Mix Amount to 50 and Transition Zone Upper to 0.75 and Lower to 0.25
in material 2 set Diffuse Color to RGB=225,225,225 and Subdivs to 16
add noise map to Bump slot then set amount to 15.0 Note: material 2 is only for detailed bump
set noise type to fractal and size to 16.0 , High to 1.0 and Low to 0.2 levels to 3.0 change color 2 to RGB=232,232,232
select an empty slot in material editor and renamed it mountains set subdivs to 16.0 we want to make a material for mountains dont forget to set material type to VRayMtl
for diffuse and bump we use bitmap, you can use any bitmap you feel it is nice but I recommend you to use 3D total textures and Dosch Design textures couse of having great and cool textures
in this case I choose textures from both for mountain I use Dosch Design textures
select an empty slot of material editor then set type to Top/Bottom copy Ground_Snow to Top Material and mountains to Bottom Material set Coordinates to Local , Blend to 10 and position to 90
add a Mix map in diffuse slot then like the below figures complete this material note that in this case we use 3d total textures
repeat this step for Bump map with amount of 15 instead of diffuse map use grayscale of them supplied in total textures ok .this part is over in next part we try to lighting this scene with GI Systems like Vray and do some Post Processing to get a good result. before jump to next part save your work. |
Hope to another Sunrise (3/3)by Mohammad Soleimani
Part 3 : Lighting and RenderingIn this part we will try to lighting this scene. In render menu open Enviroment and select a image of a sky in this case I choose a great cool image of a sky in total textures but you can choose any image that color of it, is same with this image:
Create an omni light and place it in front of your scene and name it Sun Set shadow type to VRayShadow and Multiplier to 2.25 and Color to RGB#255,243,200 In VRay shadow Paramereters rullout check Area Shadow and Sphere Change the value if subdives to 32
ok create another light.this light is made only for visual effects we want to have a nice volume light create spot light and palce it in center of omin light and name it Sun_Rays set the Multiplier to 1.0 and color to RGB#255,249,230 in spotlight parameters rollout set Hotspot/Beam to 3.0 and Falloff /Field to 20.0 in advanced effects rollout uncheck Diffuse and Specular
check map in projector map and select a version of grayscale of your sky but do a little on it in photoshop for good result look carefully below to understand:
to get the same result you can convert the image to grayscale and change Level and Brightness and Contrast of it. In Environment and effects add a Volume Lght for Sun_Rays and set the Density to 1.5
RENDERING: Open render dialog ( press F10 ) in Renderer Tab in global Switches uncheck Default lights
in image sampler check Adaptive subdivision make sure Antialiasing filter set to Area
in inderct illumination ( GI ) enable it by checking on select iraadiance as primaey bounces map and light cashe as secondary bounces couse of use omni light to get good result we use light cashe instead of it you can use QMC but couse of increasing render time we use light cashe Tips: The light cashe works efficiently with any lights - including skylight, self-illuminated objects, non-physical lights, photometric lights But the photon map cannot reproduce the illumination from skylight or from standard omni lights without inverse-square falloff.
in irradiance map rollout select Low for Current preset but if you feel it is not enough change it
in light cashe rollout set subdives to 1000 or any value you want but remember increasing this parameters affects in render time set scale to screen
ok render your scnece you should get result look like this;
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Comments Login to comment »
Karimian (11 months ago):
excellent boy
mullir50 (11 months ago):
very very nice! i cant wait till your next tutorial!
mullir50 (11 months ago):
oh, do you happen to know a site were i can download VRay??? iv done everything up to that point...:)