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Mastering
3D Studio MAX R3 |
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| WARNING Deleting
an effect from a light doesnt remove it from the scene, even
though you may have created it through the light. The effect and its
settings are still in the Environment or Effects dialog boxes accessed
from the Rendering menu.
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Selecting the effect and clicking the Setup button brings up its respective
dialog box (ordinarily accessible through the Rendering menu) so that
you can adjust the settings of the effect.
Simulating Light and Color
in 2D
3D computer graphics are not actually 3D. Were rendering to a 2D
arrangement of pixels of different colors. Thats it. All the magic
of 3D does is calculate the necessary colors and values of the pixels
to simulate reality with all its qualities of light and shading, based
on instructions we give the program. We give the program this information
through an interface that responds to us as if we were in a three-dimensional
world, and the program stores information about all three dimensions in
the file. Yet every interaction we have with our file is through a flat
2D image on the computer screenduring the work in our scene as well
as in our final rendering.
Since our output is still a 2D representation of 3D realities, we are
striving for the same goal as the old masters of painting: rendering three
dimensions in two. Despite the fact that our methods are so different,
the techniques of these masters still apply. These techniques are actually
used behind the scenes when 3D software is written. Shaders, for example,
calculate how to shade an object based on the angle of the CG light hitting
the object; the information on how to do this comes from centuries of
cultural experience in drawing and painting. By the same token, the way
a 3D program calculates the rendering of objects at a distance is based
on theories about perspective used in Western culture since the Renaissance.
Its useful to remember that the conventions of rendering are culturally
influenced, and that MAX approximates these rules through intensive calculations
that you never see.
Computers can only simulate an illusion of reality, and they do so by
calculating approximations of our abstract theories and models of reality.
3D applications have to simplify these approximations. If every ray of
light that you would really see were calculated, you would never be able
to render a single object. Lighting in the real world is almost infinitely
complex. Understanding how artists have rendered 3D realities in 2D images
can help you add back what might be lost in approximation. For example,
a 3D application will not directly calculate aerial perspective, but by
knowing about it, you can add it to a 3D scene. What follows might be
considered a crash art course in using color and shading to
achieve the illusion of depth in 2D images.
Simulating
Aerial Perspective
When looking at a landscape in the real world, we see the colors of objects
as paler and more blue the farther away they are from us. Blue light is
scattered by the moisture and particles in the air of the intervening
atmosphere. You can test this by looking at a photograph of a landscape.
- 1. Reset MAX.
- 2. Open the Asset Manager (Utilities Ø
Asset Manager).
- 3. Select the \Maps\Backgrounds directory
in the left pane of the manager.
- 4. Double-click the LAKE_MT.jpg image
(Figure 10.7) in the right pane.
FIGURE
10.7 Test the atmosphere in this lake scene.
- 5. Right-click the image to bring up the eyedropper
tool. Drag the eyedropper around the image and watch the red, green,
and blue values change. Notice that the blue value increases toward
the background.
The colors of the farthest background are lighter and shifted toward
blue, because you are looking through more of the atmosphere. Landscape
painters make use of this property by painting the farthest mountains
a paler, bluer color than the next layer closer to the foreground. This
effect can be simulated in MAX by adding a bluish fog to a scene. Another
way is to use a Blend material. Lets try it.
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| NOTE The scene
used in this exercise takes a long time to render. Be patient.
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| 1. Reset MAX.
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| 2. Load the file pillars01.max
from the CD. We have a scene with four pillars, a reflecting pool,
and some mountains receding into the distance.
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| 3. Render a 320x240 image of the
camera view. Notice that the hills dont recede naturally.
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| 4. Open the Material Editor and select
the empty light purple material slot next to the Greenery Blend material.
Change the name of this material to Purple Fog.
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| 5. Drag the Diffuse color swatch
of the Purple Fog material to the Ambient color swatch and choose
Copy. With the Color Selector, make the Ambient color a much deeper
version of the diffuse purple.
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| 6. In the Diffuse channel, add
a noise map with the following settings in the Noise Parameters rollout:
check Regular under Noise Type; and set Size to 23, High Threshold
to 1.0, and Low Threshold to 0.35.
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| 7. Click the Go To Parent button.
In the Maps rollout of the parent material, set the strength of the
Diffuse channel to 30.
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| 8. At the top level of the material,
click the Type button and choose Blend. Check Keep Old Material as
Sub-Material. Name this new material Distance Blend.
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| 9. Drag the Greenery Blend material
into the second material slot on the new blend material and check
Instance.
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| 10. Click the Mask button of the
Distance Blend material and choose a Gradient map.
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| 11. In the Gradient Parameters
rollout, drag the black swatch to the white and click the Swap button.
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| 12. Set the Color #2 Position to
0.75.
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| 13. Go back to the Distance Blend
material parent level and check Use Curve. Set the upper transition
zone to 0.87 and the lower transition zone to 0.38.
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| 14. On the Main Toolbar, click
the Select by Name tool, highlight Hills01 and Hills02, and click
the Select button.
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| 15.In the Material Editor, with
our Distance Blend material still selected, click the Assign Material
to Selection button.
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| 16. Press Shift+E to render
again with your most recent settings. At first it may appear to be
rather harsh, but give it a lot of time to finish rendering. The hills
fall off in the distance. We wi also be working on this scene in the
next exercise to alter the light and shadow colors.
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© 2000, Frol (selection,
edition, publication)
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