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Mastering
3D Studio MAX R3 |
Setting the
Global Lighting
The Environment dialog window also has settings to control the global
lighting parameters of Tint, Level, and Ambient Light.

The Tint color swatch brings up a standard color picker where you can
shift the color values of the lighting in the scene. This is an additive
effect, so if you have a blue or a red light in the scene, the tint color
is added to the individual light color. Effects of lights in general are
added to the diffuse, ambient, and other settings of your materials.
Level controls the amount of light in the scene. Raising the level of
the light greater than 1.0 is equivalent to raising each lights
multiplier value by the same amount.
The Ambient color swatch controls the amount of the base level of light
in the scene. In real life, ambient light is the myriad bounced light
rays that make objects visible even in low-light situations. This is why
when you turn off all the lights in a room, your eyes adjust after a few
minutes and you are able to see againlight is not totally
absent. In CG, we arent calculating actual ambient light sources
and bounces; we are just setting a baseline value for our pixels.
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| TIP To make
your scene pop or have extra richness, change the ambient
light RGB levels to zero (from the default of 11,11,11). This makes
the corners or nooks become a little darker and thus richer in color
and depth.
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Creating Atmospheres
The phrase creating atmospheres is an appropriate pun in
CG. We create atmospherics to simulate real-life atmospheric properties
like clouds or fog; and we create atmospherics to add a certain ambience
or mood to a scene.
All atmospherics amount to the same thing: a shift in color value of
the pixels. A volume light is essentially a fog applied to the cone or
cylinder of a spot or direct light. A combustion is essentially a colored
fog with some noise parameters designed to emulate different types of
flame. The trick is to play with the various parameters, especially the
noise parameters, of the atmospherics to create the exact effect, look,
or mood you are after.
For example, say your shot calls for a clandestine meeting between the
dark anti-hero and some henchmen at a wharf on a foggy night. What images
come to mind? Dark skies, rolling fog, overhead lamps throwing streams
of light downward, creating pools of light on the docks. These kinds of
effects can be simulated with atmospherics.
We saw the Atmosphere rollout in Chapter 10 when we added a volume light
from the light panel and clicked Setup.

We can add volume lights and other atmospherics directly from this rollout
by clicking the Add button and selecting a type from the dialog box.

The atmospherics shown are the standard ones that come with MAX. If you
get other atmospheric plug-ins, such as Blur Fire, they will also be available
here. Combustion and volume fog require an atmospheric apparatus, a MAX
helper object that contains the atmosphere, defining its extents. For
a volume light, the lighted area, as defined by the hot spot, falloff,
and attenuation settings, determines the extent of the volumetric effect.
The extent of regular fog is defined either relative to a camera or through
the upper and lower limits of a layer.
Atmospheric effects are calculated at render time, and only when a camera
or perspective view is rendered.
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| WARNING If you
are stumped as to why your atmosphere wont render, make sure
youre not rendering an orthogonal view. Also confirm that you
have Atmospherics checked in the Render dialog box.
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Fog
Atmospherics provide you the ability to generate effects such as a smoke-filled
room, a foggy day, or a hanging haze. When you choose Fog
from the Add Atmosphere dialog box, you bring up the Fog Parameters rollout
(Figure 11.2), with either the Standard or Layered section enabled.
FIGURE
11.2 Fog Parameters rollout
Standard Fog Standard fog is defined by the Environment Range
settings of the camera you are rendering. Near % sets the density of the
fog at the Near Range of the camera, and Far % sets the density at the
Far Range. The fog gets thicker the further it is from the camera, within
these parameters.

The Exponential setting on standard fog increases the fog density exponentially
with distance, rather than linearly. This is usually not what you want.
This setting is designed only for rendering transparent objects in a fog.
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| TIP If you are
combining fog with flat opacity maps that are faking geometry, try
using a Blend material instead, like the one we used in Chapter 10.
Atmospheric fog will turn the transparent parts of the objects white.
You can also use a Falloff map to blend between the Diffuse map and
the Fog Color with the Distance Blend option.
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Layered Fog Layered fog, as its name suggests, is fog parallel
to the ground plane. You would use this for effects such as dense fog
hugging the ground or morning fog low on a lake. A layered fog is defined
by the straightforward Top and Bottom settings as well as the Density
of the fog between the two heights. You can add more than one layered
fog to a scene.
Falloff allows you to fade the density in from zero at the top or the
bottom, or to not fade either boundary. Horizon Noise erases back from
the horizon line, which gives the effect a feathered edge rather than
a very hard, unfoglike edge. Size determines the size of the tendrils
of fog made by applying the noise. Angle is the number of degrees below
the horizon line that the edge of the fog is feathered to. Phase is for
animating the noise: increasing phase causes the tendrils to move upwards;
decreasing phase moves tendrils downwards.
Fog Color and Mapping You can apply color, a color map, or an
opacity map (or combinations of these) to both standard and layered fogs.
As weve discussed before, fogs simply shift the value of the pixels
within their parameters. In the case of the Fog Color swatch, you can
shift the pixels towards another color rather than white. In Chapter 10,
we mentioned using a bluish fog to simulate aerial perspective. Fog Background
applies the fog to the background. The Environment Color Map shifts the
pixels colors towards the colors of a bitmap or procedural map. The Environment
Opacity Map shifts the density of the fog effect according to the grayscale
values of the map. Both of these maps can be edited and animated as instances
in the Material Editor, just like the Environment Background map.
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| WARNING Remember
to check Use Map on the maps you apply to your fogs.
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Volume Fog
Volume Fog is the same effect as regular fogs, except its extent is defined
by an atmospheric apparatus (also called an atmospheric gizmo), which
must be created separately. Under Create Ø
Helpers, choose Atmospheric Apparatus from the drop-down list to bring
up the gizmo creation buttons.

You create an atmospheric gizmo simply by selecting the appropriate shape
(box, sphere, or cylinder) and dragging it out in the viewport. In the
Environment dialog window, you then add a Volume Fog bringing up the rollout
in Figure 11.3.
FIGURE
11.3 Volume Fog Parameters rollout
Click the Pick Gizmo button and then click the atmospheric apparatus
you created for the fog. Soften Gizmo Edges feathers the edges of the
fog volume. In the Volume section of the rollout, Color, Fog Background,
Exponential, and Density have the same effect they do on a regular fog.
Step Size determines the grain of the fog, with a large size being coarser
and more likely to be aliased. Max Steps sets a maximum limit for fog
sampling to limit render time. In the Noise section of the rollout, you
can choose different types of noise to apply to your volume of fog. Noise
helps simulate real-world conditions like variations in density, slight
wind, or churning.
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| TIP You can
apply your Volume Fog parameters to more than one gizmo in your scene.
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© 2000, Frol (selection,
edition, publication)
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