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Mastering
3D Studio MAX R3 |
PART V
Rendering and Compositing
CHAPTER 11
Rendering and Environmental Effects
Featuring
- Understanding Rendering
- Creating Environments
- Using Atmospherics
- Exploring MAXs Rendering Tools
- Network Rendering
- Using the RAM Player
- Applying Render Effects
- Putting It All Together: A Complete
Project from Modeling through Rendering
This chapter studies the MAX Rendering menu functions.
We will explore the Environment dialog window, and you will learn how
to create atmospheric effects like fog and combustion. We will cover important
basic rendering concepts, such as file resolution and output options,
as well as more advanced concepts like anti-aliasing filters, super sampling,
and motion blur. You will learn how to distribute a render of an animated
series of images over multiple networked computers. You will also discover
the power of some Rendering menu functions new to MAX R3: the RAM player
and the Render Effects dialog box. Finally, we will apply all the skills
youve learned so far to a full project.
Understanding Rendering
Rendering means the representation of three-dimensional views in two
dimensions. In CG, rendering means calculating exactly what objects are
in the view of the camera, calculating the qualities of the surfaces through
the chosen shader, and calculating how this combines with attributes like
lighting affects the color values of the corresponding pixels. When you
click Render within your scene file, MAXs scanline renderer converts
all the information in your scene into the two-dimensional arrays of pixels
that are your initial output. This output can be a final product or can
be used in post-production as part of a composite of multiple pieces and
passes into a final render. The renderer works in several passes: a pre-render
pass (which calculates things like the bitmaps for shadow-mapped shadows),
a render pass, and a post-render pass that alters pixels to create chosen
effects.
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| NOTE The viewport
image is created by a separate renderer, using simple shading (such
as Gouraud) or no shading in order to maintain real time. The scanline
renderer is used in the sample slots of the Material Editor and when
you employ the Render tools to render out your final image. It is
also possible to use plug-in renderers within MAX. In this chapter,
the renderer means the scanline renderer.
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Creating Environments
The first Rendering menu function we will look at is the Environment
dialog window. It provides you with tools to create the ambience of your
scene by affecting the global lighting, adding background, and adding
fogs, fires, and moody lighting effects.
It may seem odd at first that environmental attributes like fog and ambient
light fall within the topic of Rendering; after all, using dry ice to
make a real fog isnt considered the job of the person who develops
the film. It helps to remember again what is happening in a 3D program:
information fed to the program is being translated into an arrangement
of colored pixels. In CG, ambient light is a shift in the color value
of all the rendered pixels. In CG, a combustion or a fog is a shift in
the color value of the pixels within the range designated by its parameters.
You can invoke the Environment dialog window, shown in Figure 11.1, by
choosing Environment from the Rendering menu. You may recall from the
last chapter that this same dialog box was brought up if we added a volumetric
effect to a light and clicked Setup. Like the Rendering dialog box, this
one is modeless, which means you can continue to work on your scene
while it is open.
Adding an
Environment Background
Using an environment background in your scene is one way of compositing
within MAX. In Chapter 12, we will discuss compositing foreground and
background plates in a post-production process. Here we render the foreground
scene against the environment background, also called a backplate,
at the same time. You could shoot a character dancing against a backplate
of live-action video by loading the digitized video as an environment
background.
FIGURE
11.1 The Environment dialog window
In Chapter 5, we covered how to add viewport backgrounds as templates
for modeling. Viewport backgrounds are not the same as environment backgrounds,
although you can display the environment background in the viewport if
you choose. An environment background will render with your scene, whether
or not it is displayed in the viewport. If you render an alpha channel,
as we will describe in more detail later in this chapter, the environment
is excluded from the alpha channel, just as a plain background is.
Lets explore this a little:
- 1. Reset MAX.
- 2. Create a teapot in the middle of your perspective
viewport.
- 3. Create a free camera in the front viewport, looking
at your teapot.
- 4. Right-click the perspective viewport and press
C to get the camera view. Adjust the camera with the camera viewport
controls. Dolly it back enough to see the teapot. Pan it up or down
to align the viewport grid with the surface of the ground and the water.
- 5. Bring up the Environment dialog window (Rendering
Ø Environment).
- 6. In the Background section, click the Map button
under Environment Map (that says None). Choose Bitmap and
then select Kopipi.jpg. Notice that Use Map is automatically
checked.
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| WARNING You
must have Use Map checked for the Environment Map to be applied.
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- 7. Click the Quick Render button. Your render should
look something like this:

- 8. Open the Viewport Background dialog box (press
Alt+B) and click the Files button. Choose a different image like
Lakeside.jpg. Check Display Background, choose Perspective
in the Viewport drop-down list, and click OK to close the dialog box.
- 9. Click the Quick Render button (or press Shift+Q).
You get the same render. The viewport background makes no difference
to what is rendered.
- 10. Press Alt+B again, and this time check Use
Environment Background. Now your environment map is displayed in the
viewport.
- 11. Now turn on the Animate button, go to frame
100, and dolly the camera forward.
- 12. Turn off the Animate button and click the Render
Scene button, check Range, and choose frames 1 through 15. Watch the
frames as they render. Notice that the image in the background now seems
wrong because it does not change as the camera moves.
- 13. Undo your camera move and try steps 11 and 12
again, this time panning the camera to the right. The background still
doesnt move with the camera.
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| WARNING If you
are using a screen environment background, you cant move the
camera.
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Changing the Environment Mapping
To alter the tiling, coordinates, or mapping type of your environment
map, drag it from the Environment Map button to an empty slot in the Material
Editor and choose Instance. You can then edit your environment within
the Material Editor, as shown below.

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| NOTE You could
also create your map in the Material Editor and drag it to the Environment
Map button as an instance. Keep in mind that the Environment Map button
will only recognize a map, not a material.
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© 2000, Frol (selection,
edition, publication)
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