Thursday, December 26, 2019

3ds max Lighting Adjusting light shape

3ds max Lighting Adjusting light shape


3ds max Lighting Adjusting light shape And we can change the exposure value again, set it back to a value of six, to see it there within that enclosure and then set the value of the exposure back to two in order to see the effect of lighting the room. And I'll just dolly back and position my view in the perspective view and we can see that it's still under lit, we need three fluorescent tubes in that enclosure, we can enclose in the top view and I can snap and just move this over by 15 centimeters exactly, right click on the 3D snaps or any one of the magnet icons. Make sure that you're snapping to grid points and in the options I want enable, access constraints enabled as well, those are the settings I want for the grid and snap settings. I want to snap in two point five dimensions, in other words I don't want to snap to the ground plane. Up on the main toolbar I can change the snap type, hold down the the 3D snaps button and switch it over to two point five D and then get in close enough in the top 

3ds max Lighting Adjusting light shape viewport so that you can see individual centimeters, hold down the shift key and move that object in x by 15 centimeters, you can monitor the value in the transform type in area at the bottom of the screen. Release the mouse, we want to create instances so that these lights will all share the same parameters. And I want two copies in addition to the original. Click OK, and now I've got three flourscent tubes in that enclosure and as we can see we're getting better lighting in our office. If you continue that process, making more instances, maybe with an array in order to populate all of the lighting fixtures with these fluorescent tube lights, that's how to set up the light dimensions using the shape parameters in a photometric light.

3ds max Lighting Adjusting light distribution



3ds max Lighting Adjusting light distribution Back up in the distribution types, the options that we have available here will depend upon which light shape we currently have chosen. So for a rectangle, I can choose any of these four options. The ones we've seen so far are the default uniform spherical, the current is uniform diffuse, the photometric web distribution type allows you to load in a manufacturer's lighting definition file. There's also a spotlight distribution. We'll take a look at that in the following movie. For a rectangle shape, once again, we should choose uniform diffuse. That's how to choose a light distribution type for a particular light shape.

3ds max Lighting Adjusting the Camera Exposure Control

3ds max Lighting Adjusting the Camera Exposure Control

3ds max Lighting Adjusting the Camera Exposure Control So to make that happen, I'll disable this check box here that says use physical camera controls if available. When that's on then you can set separate exposure for each camera. But that then invalidates what you do in here so that's very confusing. So I'm going to disable that. And now the changes that I make here in this roll out will effect all cameras, including the perspective view here. The exposure value is the sensitivity and it's default is six. Well I want it to be a bit more sensitive because of my light is not very intense. To increase the sensitivity, reduce the exposure value. And each whole number will reduce it by one F stop or will actually increase the amount of light reaching the sensor by a factor of two. So if I set the exposure value to five, then that doubles the amount of light reaching the sensor. Or four. Set it to a value of three and that's actually probably optimal for this scene with this material. If I bring it to a value of two, then we might get some over exposures here. 

3ds max Lighting Adjusting light intensity and color

3ds max Lighting Adjusting light intensity and color


3ds max Lighting Adjusting light intensity and color I don't tend to use the presets very much. In fact, I usually just type in the Kelvin value directly for the color temperature of that light. So I'll choose Kelvin, and it's defaulted 3,600 degrees and in fact, that's a pretty good value. I'm going to leave it at that. If you wanted to set a particular color for the light, not using it's color temperature, then you could use this filter color swatch here. I'll put the color back to it's default of D65 and then click on the filter color swatch and we can set any color we want here with just standard red, green, and blue values. Unfortunately these are eight bit values and we have range from zero to 255. All right, I'll cancel out of that, and that's how you set up the intensity and color for a photometric light.

3ds max Lighting Creating photometric lights

3ds max Lighting Creating photometric lights

3ds max Lighting Creating photometric lights Right-click to exit object creation. Grab the move tool. Position it up so that it's actually floating above the floor. And we can enable lighting in our view port. Go to the view port label menu. And we have the shading menu which is labeled standard. Click on that. Go to lighting and shadows. Illuminate with scene lights. And if you also want to turn on shadows, you can do that. You can go back into that menu, which now says user defined. And go to lighting and shadows and enable shadows

3ds max Lighting Assigning a diffuse material

3ds max Lighting Assigning a diffuse material

3ds max Lighting Assigning a diffuse material click on the button labeled assign material to selection. And now that assignment's been made, we can close the material editor, also close the scene explorer, de-select all of the objects, give focus to the perspective view, and do another active shade render. And now we have a diffuse neutral gray material assigned to all the objects, which is appropriate for setting up our lighting tests. That's how to assign a diffuse material to the objects in a scene in preparation for lighting.

3ds max Lighting Previewing renders with ActiveShade

3ds max Lighting Previewing renders with ActiveShade

3ds max Lighting Previewing renders with ActiveShade The default mode is production rendering mode and that means we're going to render final output to disk or to the screen noninteractively. What we want is active shade mode which is interactive. From that target pull down list choose active shade mode then we'll need to choose the renderer. We'll talk about this more in the chapter on rendering but there are three active shade renderings available. If we click on the renderer pull down ART is for compatibility with other Autodesk applications. The Scanline renderer is the legacy renderer for very simple old school renderings. The Arnold renderer is currently the most advanced, global, illumination renderer available in the stock installation of 3ds Max. Choose Arnold from the renderer pull down and now active shade mode will use the Arnold renderer. Then in the common tab, we just want to set the resolution. 

3ds max Lighting Previewing renders with ActiveShade Currently we've got the default resolution of 640 by 480. I want a 16 by nine aspect and previously in the course I created a preset here for a 640 by 360 you can click on that if you have it or you can just type in the value of three hundred and sixty in the height field there. Alright, so 640 by 360 is the preview resolution for the active shade window. Now we can set up our options for the render itself. Let's go to the system tab, this is where we can set up the processing options for Arnold and we can control this so that we have a little bit of processing overhead available for other operations in 3ds Max and to do that I want to disable the option labeled Auto detect threads, turn that off and then I can manually set the number of threads or cores that Arnold will use to render in the Activeshade mode. You should know how many cores you have or specifically how many virtual cores you have on your Windows computer