You will start by switching
from the default renderer to the mental ray renderer, if you have
not already done so. Then you will add photometric lights to illuminate
the nighttime scene.
Set up the lesson:
- From the Application menu, choose
Reset, and accept the prompt to reset 3ds Max.
- On the Quick Access toolbar, click (Open File) and in the \lighting_and_rendering\army
compound folder, open army_compound_lighting_start.max.
NoteIf a dialog asks
whether you want to use the scene’s Gamma And LUT settings, accept
the scene Gamma settings, and click OK. If a dialog asks whether
to use the scene’s units, accept the scene units, and click OK.
Make the mental ray renderer active:
- On the main toolbar, click (Render Setup) to open the
Render Setup dialog.
- On the Common tab Assign Renderer rollout, click (Choose Renderer) for the
Production renderer (at present the label says Default Scanline
Renderer).
3ds Max opens a Choose Renderer dialog.
- Choose mental ray Renderer and click
OK.
- Close the Render Setup dialog.
- Activate the Camera01 viewport, and on
the main toolbar, click (Render Production).
This is the same starting point as the previous
tutorial, with default lights providing basic illumination. Now
you will add photometric light objects to illuminate the scene.
- Close the Rendered Frame
Window.
Set up the photometric lights:
- Activate the Top viewport and zoom in to the overhead
lamp next to the jeep01 object.
- On the Create panel, click (Lights). If AutoGrid is
on, turn it off. On the Object Type rollout, click Free Light to turn
it on.
3ds Max opens a dialog
that asks whether to add an “mr Photographic Exposure Control” to
the scene.
- Click Yes to add the exposure control.
- In the Top viewport, click once at the
center of the lamp shade to create the light object.
- Look at the Camera01 viewport. By default,
the light object is created on surface plane of the scene.
- Activate the Front viewport and zoom in to see the area
around the new light.
- Use (Select And Move) to move
the light object on its Y axis until it is just below the lamp light
bulb.
Do not position the light object inside the
bulb itself. If you do, the bulb object will cast unwanted shadows.
- Go to the Modify panel. On the Templates
rollout, open the drop-down list and choose Street 400W Lamp (Web).
Next,
you will adjust the color of the light to be cast. You have two
ways to do this: You can specify color by the type of object that
emits the light, such as an incandescent bulb or a fluorescent tube.
Or you can specify light color by its temperature, in degrees Kelvin.
- In the Intensity/Color/Attenuation rollout Color group, open the
drop-down list and choose Incandescent Filament Lamp.
The color swatch just below this list updates
to match the color temperature of your light selection. The rollout
also displays its corresponding value in degrees Kelvin.
- Activate the Camera01 viewport and render the scene.
Even though 3ds Max added an exposure control
to the scene, its default settings don’t work with this light object.
Set scene exposure:
- On the Rendering menu, choose Exposure
Control to open the Environment And Effects dialog.
- In the “mr Photographic Exposure Control”
rollout Exposure
group, choose Photographic Exposure, then specify a Shutter Speed
of 1.0 (1/1.0 = 1 Sec.), then render the scene again.
The rendering is much improved, but light is
falling only on the central part of the compound. You need to add
another overhead light.
- Close the Environment And
Effects dialog.
Add another overhead light:
- Activate
the Top viewport and zoom out until you can see
the other overhead light fixture, to the lower right.
- Shift+move
the light object until it is just below the other light fixture.
3ds Max opens a Clone Options dialog.
- In the Object group, choose Instance
to create an instance of the Free Light object, then click OK.
- Activate the Camera01 viewport and render the scene again.
The rear area of the compound is now illuminated,
but objects in the scene cast no shadows.
Add shadows to the rendering:
- With either light selected, go to the Modify panel. In the General Parameters rollout Shadows group, turn
on Shadows.
- Open the Shadow Map Params rollout (you
might have to scroll down to see it). Reduce Bias to 0.0 to
set shadows closer to the shadow-casting object, and change Sample
Range to 12.0.
Setting Sample Range to a value greater than
zero generates soft-edged shadows.
- Render the Camera01 viewport
again.
Notice the improvement that shadow casting has
on the rendering of the jeep.
Next, you will add light objects to the light
fixtures above each barracks doorway.
Add lights over the barracks doors:
- Close the Rendered Frame
Window, activate the Top viewport, and zoom in to the light fixture
above the entrance to the far left barracks.
- On the Create panel, click (Lights). On the Object
Type rollout, click Free Light to turn it on.
- Click once on the center of the light
fixture to create the light object.
- Activate the Front viewport and use (Select And Move) to move
the light object on its Y axis until it is level with the light fixture.
- In the Top viewport, zoom out until you can see
all three doorways, then Shift +
drag the light to the right, creating two instances of the light,
each positioned above one of the remaining two barracks entrances.
- With any of the barracks doorway lights
selected, go to the Modify panel. On the Templates
Rollout, open the drop-down list and choose 100W Bulb.
Keep in mind that the light you choose in this
list possesses the same properties as real-world lights do. In terms
of light attenuation, for example, for every 10 meters distance
travelled, light intensity from this bulb will drop off to 1/100th
of its initial strength.
- In the Intensity/Color/Attenuation rollout Color group, use light
temperature to change the light color. You want the bulb to project
a light blue color, so choose Kelvin, and then enter a value of 8000.0.
In the range of degrees Kelvin, light color
varies from 1000 (pink) to 20,000 (blue).
- Activate the Camera01 viewport and render the scene.
All objects in the scene foreground look properly lit.
Save your work:
- Save the scene as my_army_compound_nighttime.max.