Realistic Architectural Visualization with 3ds Max and by Roger Cusson

By Roger Cusson

Convey new realism in your visualizations with a command of the 3ds Max toolset. 3 step by step tutorials show external and inside, day and evening lights scenes. You study the nuts and bolts of uploading types from CAD courses, lighting fixtures, employing mr shaders and fabrics, and optimizing your renders. psychological ray is made basic with an available description of its instruments.

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Extra resources for Realistic Architectural Visualization with 3ds Max and mental ray

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In mental ray, you use indirect lighting controls to pro­ vide your images with realistic illumination. Whenever you work on an interior scene, there will be a number of potential adjustments that you can make to the way mental ray calculates light distribution in a 3D scene that will make the scene look more realistic. Initially, without lights and the controls provided by mental ray, an image will look flat and lifeless. Using these controls will provide you with a more realistic image, but it will take longer for 3ds Max and mental ray to gener­ ate a final image.

Inserting a daylight system in an external scene can quickly establish three components for your exterior lighting: the sun, the sky, and the sky environment. While the daylight system provides this quick ease of use, it also provides an incredible amount of control over how the three components inter­ act with one another to provide you with the lighting you want in your scene. The following section will describe many of the parameters of the daylight system. Accessing the Daylight System When you have mental ray as the default renderer and create a daylight system in a scene, 3ds Max Design will create the daylight system with a mr Sun and a mr Sky and will also prompt you to use a mr Physical Sky environment map.

The Max Distance checkbox must be enabled so that the Color at Maximum Distance feature is available. Once selected, you can choose a color for the transparent material. Advanced Rendering Options Reflections � Indirect Illumination FG/GI Multiplier: This value allows you to control how strongly a material responds to indirect light, and affects only surface areas lit by indirect light. The directly lit areas can be tweaked with the help of the composite map for ultimate control. Color at Max Distance = Blue Color at Max Distance = Light Green Note: Although the Indirect Illumination FG/GI Multiplier function is not often used by novice CG artists, it is one of the most important functions of the Arch & Design Material, espe­ cially when fine-tuning photorealistic scenes.

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