Maxwell for Maya doesn't work with Maya's procedural shaders, but it works with Cinema 4D's layered one. Also, keep in mind that if you're buying a renderer as a plug-in for a program, it may not work with all aspects of a nodal shader. If you do strictly architectural design with few effects, then this won't be a big problem for you, but I personally like having the power of a nodal shader. Modo and Cinema 4D's shaders are layered. Currently on OS X, the only applications with nodal shader networks are Blender, Maya, Cheetah3D, RenderMan's Slim, LightWave and Houdini. If your program or renderer doesn't have a nodal system, then it should at least have a layered shader with an "add" option for layers, to do effects like wetness/clear-coat. That's what makes Houdini popular in high-end VFX-it's deeply procedural and nodal, and that combination, along with an excellent particle system, makes it perfect for very tricky effects like the birth of Sandman sequence mentioned before. Texture Map For hand chalk (Included in zip file)īelow you can see the neon lights with this scen and iif you click on the image, you can download a flash movie of them working.This ability to connect seemingly unrelated elements for a particular look is what I mean when I say a particular program is good for visual effects. Basically all I wanted was to have a rough surface on the chalk to simulate it has been used. 001" Note: The displacement map choice for the chalk was fairly arbitrary. 2D Mapping was used - chalkdisplace.jpg was used for the displacement map - Amount was set to. V-Ray Displacement Settings for the hand Chalk (Left) Texture Map For Wall (Included in zip file) 2D Mapping was used - Plaster2D.jpg was used for the displacement map - Amount was set to. V-Ray Displacement Settings for Wall (Left) The material has light Fresnel reflections with an IOR of 2.0 with a max depth of 8 - Reflection glossiness was set to 0.85 (this increases the material's glossiness) with a max depth of 8 I added some displacement to the wall as well as some graffiti to give it some character. Note: I wanted the wall to look old and worn down. Type was set to Still cam - F-number was lowered to 2.0 - Exposure was left on - Vignetting was disabled Multiplier was set to 60 - A redish color was applied to the V-Ray light - Subdivs were left default at 8 I wanted to make it appear as though there was a bar or some other light source just off camera. It is facing towards the wall and is aimed slightly towards the main scene geometry. The V-Ray light (All of the above contribute to the global illumination) As you can see from the screen grab above, the V-Ray light is positioned in the top right portion on the scene. Note: The light in this scene comes from three sources. The material is a V-Ray light material - The color has been set to a navy blue shade - The multiplier has been set to 2.0 Note: Since this material is for the ON state of the neon light, it is a V-Ray Light material and it generates illumination. V-Ray Material Settings for the BLUE neon light (ON STATE) The material is a V-Ray light material - The color has been set to yellow/orange - The multiplier has been set to 2.0 V-Ray Material Settings for the YELLOW neon light (ON STATE) The material has Fresnel reflections - IOR set to 2.0 - Max depth set to 8 Note: Since this material is for the off state of the neon light, it is not a Light material and it does not generate illumination. V-Ray Material Settings for the BLUE neon light (OFF STATE) Neon sign in off state Note: Since this material is for the off state of the neon light, it is not a Light material and it does not generate illumination. V-Ray Material Settings for the YELLOW neon light (OFF STATE) The environment light has been enabled and toned down to 0.2 - The reflection/refraction environment has been enabled and set to 1.0 Note: a HRDI map was used for the reflections Irradiance Map preset is set to medium - Under options I enabled show calc phase - Mode is set to Single Frame GI is on - Primary GI engine is set to Irradiance map - Secondary GI engine is set to Quasi-Monte Carlo Displacement is enabled - Default lights are disabled The plane is not in view of the camera but it is necessary for light bounces and color bleeding. Also I placed a plane above the floor acting as the face of a billiards table. Note: The object acting as the floor is just a copy of the back wall. Basic Interior Lighting Download the scene here Note: The scene will only work with Max 9.Īs you can see, in this particular scene, I pay little attention to objects that are not in view of the camera.
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