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Mastering
3D Studio MAX R3 |
Volume Light
Volumetric lights, or volume lights, are lights that reveal air
as light passes through them, the way tiny dust particles do in real life.
You can use them to create sunlight streaking through a window, a lighthouse
beacon on a foggy night, or even sun-like coronas on Omni lights. Volumetric
lights are controlled through the Volume Light Parameters, shown in Figure
11.4.
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| WARNING Volume
lights require considerable processing and increase rendering times
significantly. (But they look great!)
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Figure
11.4 Volume Light Parameters rollout
You apply the volumetric effect to a light by clicking the Pick Light
button and then clicking the light. (As we saw in Chapter 10, you can
also apply the effect from the Modify tab of a Light object.) You can
apply the same Volume Light settings to more than one light. Just click
Pick Light again and pick another light in the scene. To remove the effect
from a light, select the light and click Remove Light.
Many of the fog settings are ones we have seen before; lets look
at the ones unique to volume lights. Attenuation Color allows you to gradually
blend from the fog color to the attenuation color in the attenuation ranges
of the light. (You must also check Use Attenuation Color.) Atten(uation)
Mult(iple) sets the intensity of the attenuation color. Max Light % sets
the maximum glow for the light. Min Light % should usually be zero; it
sets the amount of the fog color to be applied outside the light. Filter
Shadows determines the quality of shadows in the fog generated when an
object passes between the camera and volumetric light. This is a very
important feature that makes this effect so convincing.
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| TIP Test-render
with Filter Shadows set to Low for quicker rendering. Reset to Use
Light Smp Range or High for final rendering, but be prepared for triple
(or more) render times.
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Sample Volume % sets the sample rate of the volume. Attenuation Start
% starts the attenuation of the fog at a percentage of the light objects
original attenuation; a setting of 80, for example, would start the fog
attenuating 20% closer to the light than the attenuation of the light
starts. Inversely, End % ends the fogs attenuation at a percentage
of the light objects. The noise settings for volume lights are very
similar to those for volume fogs, except Link to Light, which bases the
noise off the lights coordinates rather than the world. You generally
want to use some noise to break up the density or to add subtle motion.
Combustion
Combustion simulates explosive fireball or licking flames. You can also
use it to create smoke and cloud effects. Like the volume fog, combustion
(Figure 11.5) requires an atmospheric apparatus as a gizmo to define its
extents.
FIGURE
11.5 Combustion Parameters rollout
As with volume fog, you click the Pick Gizmo button to assign the effect
to your chosen volume (or volumes). The Colors swatches allow you to select
an inner color, outer color, and smoke color. The inner color is where
the effect is most intense, comparable to the hottest part of a flame;
for cooler areas where the effect is falling off, the outer color is used.
The smoke color applies if you check Explosion and Smoke in the Explosion
section of the rollout.
The Shape section of the rollout allows you to choose a tendril or fireball
shape. Fireballs are more round and puffy; tendrils are directional flames
along the local Z axis of the atmospheric gizmo. Long atmospheric gizmos,
like elongated boxes or non-uniformly-scaled spheres, lend themselves
better to tendril-like effects. Stretch stretches flames along the local
Z of the gizmo and can also give an oval shape to a fireball. Regularity
determines how much the effect fills the gizmo; a value of 1.0 fills the
gizmo completely, while lower values have more irregular shapes that dont
reach the gizmos edges.
The Characteristics section gives you parameters for adjusting the effects
within the gizmo. Flame Detail controls the sharpness of the change between
the two colors in each flame. Samples set the sampling rate for calculating
the effect; a higher Samples value is more accurate but takes much longer
to render. The Motion section gives you the ability to animate the agitation
and rising of the flames, affecting how quickly they redevelop and how
far within the gizmo they travel. The Explosion section allows you to
create a beginning and an end to the effect, with or without subsequent
smoke. This allows you to simulate violent explosions.
Using MAXs Rendering
Tools
MAXs renderer was completely revamped for MAX R3. New shaders (covered
in Chapter 8), supersampling types (covered in Chapter 9), and anti-aliasing
filters were added, all restructured as plug-ins. Another option added
to R3 is the ability to plug in other renderers such as MentalRay and
Lightscape. To use one of these renderers, put the plug-in in your MAX
Plug-ins directory, start the program, and assign the renderer under Customize
Ø Preferences Ø
Rendering. In this book, we will cover the settings for the MAX renderer.
Invoking the
Renderer
You can invoke the renderer from several different areas in MAX. The
first is the Main Toolbar, with the three rendering buttons that we covered
in Chapter 3 (see Figure 11.6).
FIGURE
11.6 Rendering buttons (on the Main Toolbar)
are to the right and left of the Render Type drop-down list.
The Render Scene button (or the Shift+R keyboard shortcut) brings
up the full Render dialog window (Figure 11.7). Render Last (Shift+E)
renders the last rendered viewport with the most recent render settings.
Quick Render (Shift+Q) renders the active viewport with either the
Draft or Production render settings. The Render Type drop-down list allows
you to choose how much of a view to render.
FIGURE
11.7 The full Render Scene dialog window is
huge but manageable.
Another option for invoking the renderer is to choose Render from the
Rendering menu. Finally, Crtl+right-clicking a selected object will
pull up a shortcut menu with some render commands.

Using the
Virtual Frame Buffer
The Virtual Frame Buffer, or VFB, is the window in which your renderings
appear. It is also used to display the last rendered image and to display
single images when you use View File from the File menu. Weve already
used the Virtual Frame Buffer in previous chapters, but lets look
at it in more detail. Figure 11.8 shows the VFB frame with its tools.
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| TIP Ctrl+I
(Ctrl plus the letter i) brings up the last rendered image.
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FIGURE
11.8 The Virtual Frame Buffer with its button
barWhen you have an image in the VFB, you can zoom in and out using the
Ctrl key and the mouse.
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| TIP If you hold
the Ctrl key, you can zoom into the image by clicking and zoom out
by right-clicking.
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The Save Image button allows you to save a single image to disk, even
if you didnt check Save File in the Rendering dialog box. Clone
Virtual Frame Buffer makes a duplicate VFB of the last rendered image.
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| NOTE When you
next render, the VFB is overwritten, while the cloned VFB remains.
This is very handy for comparing images.
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The RGB channel buttons allow you to see a particular color channel of
information; Display Alpha Channel shows you just the alpha channel; and
Monochrome displays the image in grayscale. Clear Buffer erases the image;
this can be useful if youre next going to render just a selected
object, for instance. The View Channel drop-down list is used to view
additional grayscale channels in a multi-channel file like the RLA file
format.

We used the final VFB tool in Chapter 10 when we right-clicked the image
to bring up an eyedropper tool that copies the pixel color to the color
swatch. You may recall that we were then able to copy precise rendered
colors to a color clipboard for use in other dialog boxes and other files.
The eyedropper also brings up an information display that gives you the
RGB values of the pixel as well as information about the image as a whole.
This can be useful when viewing bitmaps with the View button available
in the File Selector dialog box.
© 2000, Frol (selection,
edition, publication)
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