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<blockquote data-quote="sihina_lahiru" data-source="post: 7400965" data-attributes="member: 149577"><p><strong>Step 8 Smaller and Bluer Ocean Waves</strong></p><p></p><p> Open Material Editor ( Rendering > Material Editor… ) and make the following changes to the ocean material:</p><p> </p><ol> <li data-xf-list-type="ol">Main Material Parameters<ul> <li data-xf-list-type="ul">Change the color to blue ( for example hue: 0,62 )</li> </ul> </li> <li data-xf-list-type="ol">Special Purpose Maps<ul> <li data-xf-list-type="ul">Click on the (Ocean (lume)) shader and make the following changes:<ul> <li data-xf-list-type="ul">Largest: 2,5</li> <li data-xf-list-type="ul">Smallest: 0,12( These values change the size of the sea waves )</li> </ul> </li> </ul> </li> </ol><p><img src="http://www.polygonblog.com/wp-content/uploads/2010/04/calm-ocean.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> <strong>Step 9 Color, Saturation, & Brightness</strong></p><p></p><p> Color, saturation, and brightness of the image can be adjusted in the parameters of the Daylight:</p><p> </p><ul> <li data-xf-list-type="ul">mr Sky Parameters<ul> <li data-xf-list-type="ul">Multiplier: 1,1 ( increases the intensity of the sun )</li> </ul> </li> <li data-xf-list-type="ul">mr Sky Advanced Parameters<ul> <li data-xf-list-type="ul">Red/Blue Tint: -0,1 ( changes the hue of the light and sky )</li> <li data-xf-list-type="ul">Saturation: 1,3 ( changes the saturation of the light and sky )</li> </ul> </li> </ul><p>( Notice that the default colors were more realistic, these color changes are purely for artistic reasons ; )</p><p> <img src="http://www.polygonblog.com/wp-content/uploads/2010/04/3d-sea.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> <strong>Step 10 Antialiasing of the Ocean Waves</strong></p><p></p><p> If you look closely you might see minor aliasing problems in the distant waves. To fix this, just increase antialiasing quality by increasing Mental Ray’s sampling values ( Rendering > Render setup… > Renderer > Sampling Quality ):</p><p> </p><ul> <li data-xf-list-type="ul">Samples per pixel:<ul> <li data-xf-list-type="ul">Minimum: 4</li> <li data-xf-list-type="ul">Maximum: 64</li> </ul> </li> </ul><p>Create a Torus Knot ( Create panel > Geometry > Extended Primitives > Torus Knot ) to see how standard objects look in the water. Go to the Modify panel and apply the following parameters:</p><p> </p><ul> <li data-xf-list-type="ul">Base Curve<ul> <li data-xf-list-type="ul">Radius: 23</li> <li data-xf-list-type="ul">Segments: 300</li> </ul> </li> <li data-xf-list-type="ul">Cross Section<ul> <li data-xf-list-type="ul">Radius: 2,5</li> </ul> </li> </ul><p><img src="http://www.polygonblog.com/wp-content/uploads/2010/04/3d-ocean.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> And if you feel like it, do some color correction in Photoshop:</p><p> </p><ul> <li data-xf-list-type="ul">Brightness: 35</li> <li data-xf-list-type="ul">Contrast: 25</li> </ul><p><img src="http://www.polygonblog.com/wp-content/uploads/2010/04/3d-water.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> Now our 3d water is complete. Next we’re going to see what else we can get out of the daylight system.</p><p> <strong>Step 11 Sunset Render</strong></p><p></p><p> Let’s explore further the power of the Daylight system. Let’s simulate sunset by placing the sun near the horizon. Now we can actually see the sun and notice how the daylight system changes color and intensity based on the angle of the sun. ( you might want to decrease the sampling values ( Minimum: 1/4 and Maximum: 4 ) temporarily to speed up the rendering ).</p><p> Tip: you can see the sun and illumination before rendering the image if you do the following:</p><p> </p><ul> <li data-xf-list-type="ul">Activate the camera view and press SHIFT+F3 in keyboard</li> <li data-xf-list-type="ul">Go to viewport background settings ( Views > Viewport Background > Viewport Background… ) and apply the following settings:<ul> <li data-xf-list-type="ul">Use Environment Background: ON</li> <li data-xf-list-type="ul">Show Background: ON</li> </ul> </li> </ul><p><img src="http://www.polygonblog.com/wp-content/uploads/2010/04/sunset-render.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> <strong>Step 12 Colors of the Sunset</strong></p><p></p><p> Let’s make the rendering more interesting by changing the colors to more orange. Select the Daylight. go to the Modify panel, and apply the following parameters:</p><p> </p><ul> <li data-xf-list-type="ul">mr Sky Advanced Parameters<ul> <li data-xf-list-type="ul">Red/Blue Tint: 1,0 ( changes the hue of the light and sky )</li> <li data-xf-list-type="ul">Saturation: 2,0 ( changes the saturation of the light and sky )</li> </ul> </li> </ul><p><strong><img src="http://www.polygonblog.com/wp-content/uploads/2010/04/3d-sunset.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></strong></p><p></p><p> <strong>Step 13 Sun Glare</strong></p><p></p><p> Next we’re going to add some glare to the sun to make it more interesting. Apply Glare Camera Shader ( Rendering > Render Setup > Renderer > Camera Effects > Camera Shaders > Output > Glare ) Just turn the output shader on, the glare shader should be selected by default.</p><p> <img src="http://www.polygonblog.com/wp-content/uploads/2010/04/3ds-max-water.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> Tip: If you’d like to adjust the Glare shader you can just drag and drop it into a material slot in Material Editor ( make sure to select “instance” when asked ) and adjust it there. Make sure to select ‘Instance’ when asked.</p><p>Tip: Another way to adjust the sun glare is to drag and drop ‘mr Physical Sky’ ( Rendering > Environment… > Common Parameters > Background > Environment map ) into a material slot in Material Editor and adjust it there. ( Make sure to select ‘Instance’ when asked. )</p></blockquote><p></p>
[QUOTE="sihina_lahiru, post: 7400965, member: 149577"] [B]Step 8 Smaller and Bluer Ocean Waves[/B] Open Material Editor ( Rendering > Material Editor… ) and make the following changes to the ocean material: [LIST=1] [*]Main Material Parameters [LIST] [*]Change the color to blue ( for example hue: 0,62 ) [/LIST] [*]Special Purpose Maps [LIST] [*]Click on the (Ocean (lume)) shader and make the following changes: [LIST] [*]Largest: 2,5 [*]Smallest: 0,12( These values change the size of the sea waves ) [/LIST] [/LIST] [/LIST] [IMG]http://www.polygonblog.com/wp-content/uploads/2010/04/calm-ocean.jpg[/IMG] [B]Step 9 Color, Saturation, & Brightness[/B] Color, saturation, and brightness of the image can be adjusted in the parameters of the Daylight: [LIST] [*]mr Sky Parameters [LIST] [*]Multiplier: 1,1 ( increases the intensity of the sun ) [/LIST] [*]mr Sky Advanced Parameters [LIST] [*]Red/Blue Tint: -0,1 ( changes the hue of the light and sky ) [*]Saturation: 1,3 ( changes the saturation of the light and sky ) [/LIST] [/LIST] ( Notice that the default colors were more realistic, these color changes are purely for artistic reasons ; ) [IMG]http://www.polygonblog.com/wp-content/uploads/2010/04/3d-sea.jpg[/IMG] [B]Step 10 Antialiasing of the Ocean Waves[/B] If you look closely you might see minor aliasing problems in the distant waves. To fix this, just increase antialiasing quality by increasing Mental Ray’s sampling values ( Rendering > Render setup… > Renderer > Sampling Quality ): [LIST] [*]Samples per pixel: [LIST] [*]Minimum: 4 [*]Maximum: 64 [/LIST] [/LIST] Create a Torus Knot ( Create panel > Geometry > Extended Primitives > Torus Knot ) to see how standard objects look in the water. Go to the Modify panel and apply the following parameters: [LIST] [*]Base Curve [LIST] [*]Radius: 23 [*]Segments: 300 [/LIST] [*]Cross Section [LIST] [*]Radius: 2,5 [/LIST] [/LIST] [IMG]http://www.polygonblog.com/wp-content/uploads/2010/04/3d-ocean.jpg[/IMG] And if you feel like it, do some color correction in Photoshop: [LIST] [*]Brightness: 35 [*]Contrast: 25 [/LIST] [IMG]http://www.polygonblog.com/wp-content/uploads/2010/04/3d-water.jpg[/IMG] Now our 3d water is complete. Next we’re going to see what else we can get out of the daylight system. [B]Step 11 Sunset Render[/B] Let’s explore further the power of the Daylight system. Let’s simulate sunset by placing the sun near the horizon. Now we can actually see the sun and notice how the daylight system changes color and intensity based on the angle of the sun. ( you might want to decrease the sampling values ( Minimum: 1/4 and Maximum: 4 ) temporarily to speed up the rendering ). Tip: you can see the sun and illumination before rendering the image if you do the following: [LIST] [*]Activate the camera view and press SHIFT+F3 in keyboard [*]Go to viewport background settings ( Views > Viewport Background > Viewport Background… ) and apply the following settings: [LIST] [*]Use Environment Background: ON [*]Show Background: ON [/LIST] [/LIST] [IMG]http://www.polygonblog.com/wp-content/uploads/2010/04/sunset-render.jpg[/IMG] [B]Step 12 Colors of the Sunset[/B] Let’s make the rendering more interesting by changing the colors to more orange. Select the Daylight. go to the Modify panel, and apply the following parameters: [LIST] [*]mr Sky Advanced Parameters [LIST] [*]Red/Blue Tint: 1,0 ( changes the hue of the light and sky ) [*]Saturation: 2,0 ( changes the saturation of the light and sky ) [/LIST] [/LIST] [B][IMG]http://www.polygonblog.com/wp-content/uploads/2010/04/3d-sunset.jpg[/IMG][/B] [B]Step 13 Sun Glare[/B] Next we’re going to add some glare to the sun to make it more interesting. Apply Glare Camera Shader ( Rendering > Render Setup > Renderer > Camera Effects > Camera Shaders > Output > Glare ) Just turn the output shader on, the glare shader should be selected by default. [IMG]http://www.polygonblog.com/wp-content/uploads/2010/04/3ds-max-water.jpg[/IMG] Tip: If you’d like to adjust the Glare shader you can just drag and drop it into a material slot in Material Editor ( make sure to select “instance” when asked ) and adjust it there. Make sure to select ‘Instance’ when asked. Tip: Another way to adjust the sun glare is to drag and drop ‘mr Physical Sky’ ( Rendering > Environment… > Common Parameters > Background > Environment map ) into a material slot in Material Editor and adjust it there. ( Make sure to select ‘Instance’ when asked. ) [/QUOTE]
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