MAR 3D (tutorial foarte greu)

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MAR 3D (tutorial foarte greu)

Mesaj Scris de ConstantiN la data de Dum Iul 27, 2008 6:19 pm

Acest tutorial este facut de un mebru al PhotoShop-team Smile in lb. engleza desigur

Start off with a sphere of about 32 segments,
convert it to editable poly and turn on soft selection, now select
about a third of the apple below the middle and pull downwards a
bit…you might have to tweak the falloff to get a nice tapering effect
like in the picture.


that we have the basic tapering shape of the apple we are gonna use a
displacement map to make it look more like and apple. With the soft
selection still from before still selected, Select the Displace modifier from the list and browse through your max/maps directory to find the AppleDis.jpg and slap this into the bitmap slot.

If you have trouble getting the required effect try these settings…

Strength -10.685
Decay: 2.0

3. Now we want to displace only the top half of the apple so we use an Edit Mesh mod and use soft selection again to select the top half of the apple like so…

4. The make a copy of the first Displace mod
(by shift dragging the mod in the modifier stack to the slot just above
the edit mesh) And adjust the settings to get the required affect…make
it a bit less strong than the base.

Strength: 9.5
Decay: 5

we have the shape but the top is still very un-apple-like, to fix this
and make that trademark apple indentation on the top we use another Edit mesh
mod and select the center vertex….use a soft selection again and pull
this vertex down. To make a fairly sharp indentation, this can be
exaggerated because the Meshsmooth mod we will add is gonna completely round this off and make it much less severe.


ultimate king of all mods Wink..I get a warm tingly feeling inside
whenever I apply this modifier…lol…set it to 2 iterations and marvel at
the awesome apple Wink

The Stem (Modeling)
Make a cylinder in the left view port convert to an Editable Poly chamfer a few edgs like so

apply a bend mod to it and twiddle the gizmo till you get this, finally add a meshsmooth mod…Very Happy

Well that’s the stem done, now on to the leaf!.

The leaf (modeling)

we want to make a glass replica of a leaf this one will be very basic
in detail and also fairly thick…like a real glass replica of an apple…

So start in the top view port with a plane…just because I love working
from reference I will import a picture of a real apple leaf for view
port reference. Download map below.

make a plane1 height segment and one width segment. We don’t need more
because we will shift drag the shape of this leaf. Convert to Editable

2. Now select an edge and while holding Shift use the move tool to drag a new edge.
Use a combination of shift drag and Uniform scale to follow the outline of the leaf.

Now select all the vertical edges and press connect to cut a line along
the center, this will sharpen the ends and make for a denser mesh. Also
apply a meshsmooth now to see the final outline in high res.

Time to add a bit of body to the leaf…remember this is meant to be
glass so some nice rounded edges will do nicely, and for people with
max6/7 you can use a Shell mod for this, in fact I will use only this
technique because its much faster.

This is for tweaking the leaf, I applied both a shell mod and a
spherify mod to give the leaf some body, this will also give a nice
lens effect latter when it comes to the caustics.
6. Finally we will make the leaf a little more interesting by bending it nicely, ,Use a Bend Mod for this and you should end up with something like this.

should be enough for it to Wrap itself nicely around the apple, Wink When
your happy with the bend amount and thickness move the leaf to the
apple and position it correctly, Something like this

fact this is probably the best position of it so make a target camera
and with it selected press Ctrl + C to match the camera to the
perspective view, this will be out render angle.
And for anyone too lazy (or feels superior to the skills required) to model the stuff thus far here is the finished apple Scene.

Now turn the multiplier up to 5.

We will tweak the size and position latter once the GI has been
configured and we can get an idea of how the scene lighting will look

GI (Global Illumination):

the Plane light is our main point light source we will need some filler
lighting from the environment, If you were to render the scene now it
would look like this.
(Note: Enable Vray in the render tab first)

you can see the lighting is not yet right, its way too dark, the Vray
light source is seen as the only light source so the object is only
illuminated from one point, the GI lighting setup is currently
disabled, Lets summarized the GI or Indirect Illumination.

GI calculations are very different to direct lighting used in Max or
even the default lighting seen in the above render. In direct lighting
a photon (light particle Wink) is sent out from a light and as soon as it
hits an object it illuminates it but stops, it does not bounce around
the scene as real light does. This is where Global Illumination comes
in, it calculates not only the first hit (called the Primary Bounce)
that a photon makes with an object but also the second and subsequent
bounces (Called secondary Bounces). In GI as in the real world every
object reflects light in a certain quantity depending on its
reflectivity and brightness, so a self illuminated object in a scene
lit with the Vray GI algorithm will be seen as a light source. In this
way the lighting is very true to life but this comes at a price in the
form of rendering times. There are countless measures you can take to
optimize the scene to save on rendering time but for this tutorial we
will stick to a brute force method of calculating the GI.

Setting up The GI Engines:

1. Once the Vray Renderer has been enabled in the Render Tab, Click on the Renderer Tab and Scroll down to Indirect Illumination (GI) Tab Turn it on but don’t change anything just yet, leave it at the default settings and render again.

you can see the render time has increased dramatically, with 4 prepass
stages and then the final render. In these stages the GI is being
calculated in progressively more accurate passes.
This is what you should be getting

is immediately more life in the scene and notice the very soft shadow
to the right of the apple, this is being cast by the extra photons
coming from the box light on the upper left. Of course these default
settings take too long for test renders so we will check out some of
the settings in the GI tab.
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Re: MAR 3D (tutorial foarte greu)

Mesaj Scris de ConstantiN la data de Dum Iul 27, 2008 6:20 pm


The GI options should look like this…

that the Primary and Secondary Bounces Boxes have an option of which Gi
algorithm you wish to use to calculate those bounces, leave these as
they are for now, Basically the…

Irradiance Map

a fairly good all round and very smooth GI engine, it calculates by
taking actual light samples and interpolating probable photon points
in between, this allows for very smooth renders with next to no noise
even at lower settings but especially at lower settings it is very poor
at capturing small details. You will see this especially on detailed
objects where two faces come into contact, it manifests itself as dark
splotches and blurry artifacts.

Examples of Irradiance map artifacts on My Ninja Model
High Quality Sampling:

Notice the clean gaps between objects
Lower Quality Sampling:

Notice the rather ugly splotches and unclean gaps.

Well those are the basics of the Primary Bounce Engine, the Secondary Bounce is by default calculated by the.,…

QMC (Quasi Monte Carlo)

method of calculating GI is much more precise than Irradiance maps and
allows the capturing of smaller details, Rather than interpolating
between samples taken it calculates the photon bounces directly, if
used on its own however it can cause a lot of noise at lower settings
as the detail is directly dependant on the amount of photon
calculations made. However it is very useful in conjunction with the
irradiance map as they complement each other weaknesses and make for a
fairly fast setup.

will not go into detail about the other GI methods, Photon Map and
Light Cache as I know too little about them at this stage, I might do
another tutorial later outlining the use of these methods, depending on
if this tutorial is well received, e.g.. hopefully I don’t confuse the
last bit of understanding out of people with my endless rambling…lol

  1. Optimizing the Irradiance map for speed.

main area of control for this Map can be completely mind boggling at
first as there are no fewer than 20 different options to tinker with
each having a specific result on both render times and quality, I will
not try to explain them all because A) I don’t know for sure what some
of them do and I don’t want to give out wrong info and B) since this is
a basic enough tutorial I will not go into too much detail. I suggest
just sitting down for an afternoon and twiddling with the settings
until you get what effect they all have.

We will only bother with 4 for now.

  1. The First Thing you should do to optimize the settings is change the Current Preset to Custom, Now we can change the Min/Max Rate options.

Lets simplify this rather complicated method of calculation,

number of difference between the min and max rate is the number of
prepasses that are calculated, e.g., the high preset is from -3 to 0
which is 4 prepass calculations, the higher the number of either the
min/max rate is the accuracy of that particular pass, so a
-5 pass is one with very few samples while a 0 is one with very many samples.

Hope that made some kinda sense…lol…but basically its not that hard to understand.
I personally like having 3 prepasses for my renders which range from a Min of -4 to a max of -2.
This is good for testing with a nice amount of quality. For final
renders a -3 to -0 is excellent and will get very accurate sample

  1. The second thing is the HSph Subdivs:
    this controls the amount of samples calculated on each pass and of
    course the higher the number the more accurate the final result, turn
    this down to 25 for test renders and slap it back up to 50 for finals.

Now with that done your Irradiance Map Rollout should look like this. Make sure to check Show Calc. Phase, with this you can watch as the prepasses take place.
scroll down to the System Tab and switch on the Frame Stamp, this will
give us an accurate example of the render time and other information.

Ok with this done render again now.

results are not all too different to the last render but the render
time has been cut in half, this is very good to work with now, giving
you fast feedback on all your material and lighting changes.

render is now ok to look at but in fairness the lighting is pretty
poor, the apple seems to be lit too strongly from all sides and
completely washed out where the main light hits it, lets see what we
can do here.

lighting is way too strong at the moment, the GI is effectively washing
the image out with bright white light so we need to attenuate the Vray
light as the main light by turning down the GI.
Try these settings

and you will get

that’s much better, BUT, the shadow of the apple is showing some nasty
noise, there are two ways of solving this, as the Vray light is
currently being calculated separately to Irradiance map changing the
Irradiance settings will not get rid of the noise. But if you look at
the Vraylight settings you will see spinner for subdivisions,
increasing this from 8 to 16 will give you this result

noise is reduced considerably but is still evident, also notice that
the render time have increased somewhat, this may not be significant at
this stage but when the render is taking hours this kind of increase
could be unacceptable.

Thankfully there are always multiple ways of overcoming a problem and by clicking the Store with Irradiance Map
option we effectively add the light to the environment as a light
source and can therefore control the accuracy of its light together
with the GI. Lets see what this does for the noise reduction and render

clean Irradiance Style lighting at half the render time, but because we
are working with the same Irradiance settings for the GI and the Vray
light the Image has been darkened, to correct this simply Increase the
Vray light multiplier, a setting of 8.5 got me back to almost the same illumination amount.

also notice the slight increase in render time, this is due to the
extra photons being shot into the scene to increase the overall light

Now that we have a good lighting setup and I think you’ll agree it
looks pretty nice already, we can finally start on the materials.

Materials (Glass glass and more glass)

The main Glass Shader.
Three things to remember when making glass,

  1. It looks best with a dark environment, black works very well for most glass types.

  1. Use
    the fog colour and multiplier for colouring the glass because it is the
    only method of has photon energy absorption, this effectively means
    that thin areas of the glass will be lighter in colour and thicker
    areas will be darker….looks really great.

  1. Erm…forgot what I was gonna put here so if you’re reading this I couldn’t remember when I finished…lol
  2. Apple Glass
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Re: MAR 3D (tutorial foarte greu)

Mesaj Scris de ConstantiN la data de Dum Iul 27, 2008 6:20 pm

  1. Now, lets make the apple glass shader first. Before you do anything make sure that Vray is also assigned to the Material Editor in the Render Tab under Assign Render. With that done open the material editor and call up a new map.

    1. Start off with a Vraymtl, this is the vray’s equivalent of scanline’s Raytrace mat, but much more powerful.

    1. Change the Diffuse to complete black.

    1. Go
      down to refraction tab and change the refraction to a pure white
      colour, this means the material is completely transparent. Which also
      cancels out the Black diffuse colour immediately.

    Render now and you get this abomination…urgh!!!...but don’t worry we will be able to fix it in good time.

    Main problem here is that it has no reflections so lets sort that…

  2. Now go to the Options rollout and Activate the reflect on Backside

tab, this will give the glass some more realistic internal reflections, though it will also increase the render time.

  1. Ok
    now to give this thing some colour. Also the ground plane can now be
    brightened up a bit, make it completely white to brighten the scene
    somewhat, it looks less drab.


the colour settings you will need to go to the fog colour tab and use a

very light colour along with a tiny multiplier amount, usually in the

0.0* range.

Here are the settings for the Fog

And the resulting render…


Ok that’s better but there is still something wrong, that big black

area at the base and top of the apple is not very realistic and we

don’t want such a dark feeling to the glass, we will have to do

something about this and by putting a gradient map into the Environment

slot you can get a better exit colour,

Use these or similar settings for the gradient, just experiment a bit to find the look you’re after.

And the render once this environment map has been added, see a much better look already.

Now I think that pretty much sums it up for the Red Glass.

Green/yellow Glass


the other two colours simply change the Fog colour around a bit, don’t

forget to change the gradient environment as well, in some colours the

black reflections look good but for the majority this gradient is

needed, IMO anyway Wink, but remember when choosing the colours to keep

them ultra light otherwise the glass will not let any light through and

it will be very dark…here is a test with the final materials.



that the lighting and materials are in place its time to sort out the

reflections, obviously that big white reflection on the front cast by

the main light is not very good, its too distracting and bright, so we

select the light and turn the Invisible option on,

now the light will still illuminate but is no longer seen in the

reflection. However now we have to create some other lights to cast

some nice reflections on the Glass, simple copy and move the main light

a few times and place them around so that the reflections start looking

good, this may take some test renders and adjustment to get right. To

avoid over lighting the scene you should turn down the multiplier

values of all these copied lights, and exclude the ground plane from

their illumination lists also variate their size and rotation to give

some nice effects, this part is as much about trying out as it is about

exact values so I will just show you what I came up with in a short

time of tweaking

And here is the scene with the light positions shown, the highlighted one is the main light.


here is the final scene, with everything set up as it is in that last

render, if you wish to render out a bigger higher quality render simply

increase the settings that we reduced at the start,

Well that pretty much covers the basics, of course my final render is

only an example of what can be done very simply, with a lot more time

you could make it into something cool, maybe try a hdri

environment/lighting rig, anything really…


hope this has helped someone, and let me know honestly what you thought

of this tutorial, its my first proper tut for cg stuff so let me know

if there is anything that I got completely wrong or anything that

should be added, and if there is an area that I didn’t explain properly

let me know and I will revise it.

Repet,un tutorial extrem de greu de faSmilecut
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Re: MAR 3D (tutorial foarte greu)

Mesaj Scris de matei2010 la data de Dum Iul 27, 2008 6:21 pm

Moama pana il fac eu asta ... Laughing

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Re: MAR 3D (tutorial foarte greu)

Mesaj Scris de ConstantiN la data de Dum Iul 27, 2008 8:15 pm

Da e foarte greu Verry happy Verry happy ai de munca daca vrei sa nah ...
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Re: MAR 3D (tutorial foarte greu)

Mesaj Scris de Fye la data de Dum Aug 17, 2008 9:45 pm

Poate k nu imi dau eu seama , dar programul nu e photo shop-ul , stie cineva ce program e ?Razz ...scuzati daca e o intrebare prosteasca

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Re: MAR 3D (tutorial foarte greu)

Mesaj Scris de Andreixh la data de Dum Aug 17, 2008 9:47 pm

Eu cred ca este photoshopul, daca nu poate photoscape ? Bau


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Re: MAR 3D (tutorial foarte greu)

Mesaj Scris de Fye la data de Lun Aug 18, 2008 12:58 am

Photoscape nu e sigur, am programul de vreo 3 ani , nu face nici un sfert din ce face photoshop-ul , iar din cate am vazut in imagini , meniul nu seamana deloc cu cel de la phshop , uite :

imaginea e copiata de mai sus , incearca cu zoom , nu recunosc nici o unealta , si jos pe bara ("Apple Lightning Materi...") simbolul nu e deloc cel de la Ps . Oricum pare foarte interesant , pacat ca Ps nu ar putea sa faca asa ceva, cel putin nu prin mana mea . Posibila denumire a programului : 3ds max Educational (copiat din denumirea ferestrei din imagine). Ar putea face cineva rost de program ?Smile , multumesc si imi cer scuze daca am dat dovada de prostie prin ce am zis ... e mai mult curiozitate , iar nestiinta nu omoara Very Happy

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Re: MAR 3D (tutorial foarte greu)

Mesaj Scris de unubuntEiubEstE la data de Lun Aug 18, 2008 2:36 pm

Membrii PhotoShop primesc si anumite "skinuri" unice pentru PS. Nu pui usor mana pe unul dinala daca vrei fa ceva de cenul marului 3D + alte creatii 3D si poate intrii acolo dar ca sa ajungi senior mai ai de lucru.


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Re: MAR 3D (tutorial foarte greu)

Mesaj Scris de Fye la data de Lun Aug 18, 2008 3:15 pm

Am gasit programul Razz Autodesk 3DS MAX ( am gasit V9.00 FULL pe torrent impreuna cu alte optiuni , dar asta pare cea mai complexa care se gaseste pe gratis ) , programul e un generator 3D , mai mult pentru animatii Razz

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Re: MAR 3D (tutorial foarte greu)

Mesaj Scris de SDdB la data de Lun Aug 25, 2008 10:24 pm

E mult prea greu!Mie mi-ar lua cam 3 zile,non-stop ca sa pot sa fac ceva IN GEN...ceva in gen,NU EXACT! Laughing

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Re: MAR 3D (tutorial foarte greu)

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