Glowing material with texture in 3d max. Review of the algorithm for creating artificial lighting in “3d max vray”


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The ability to create a self-luminous material in 3ds max is a skill that can solve some specific problems when modeling scenes. It comes in handy when you need to simulate the glow of a fireplace, TV display or Christmas garland, in general, everywhere where it is impossible to get by with “standard” VRayLight or CoronaLight light sources.

The main feature of self-light is that it is a material and therefore, like texture, can be applied to an object of any shape. In this lesson we will create a luminous material in Vray visualizers and make the incandescent filament in Edison lamps glow beautifully.

Self-luminous VRay material

I already have a window hole and a Plane light source. To prevent shadows from interfering with our work, we should change the display mode in the perspective window from Realistic to Shaded.

Select Vray as the visualizer. I downloaded the settings for it and saved it as a preset.

I also prepared a lamp model in advance, which I import into the scene.

The render shows that the light sources are not emitting light at the moment.

Open Material Editor M and select a free ball. Change the material type Standard to VrayLightMtl.

Setting up the material. Color is responsible for the color of the glow. Since we have incandescent lamps, it would be logical to choose yellow-orange.

Change the glow intensity value from 1 to 10.

It is important to know that the higher the intensity, the whiter the light emitted. With a value of, for example, 100, the color will not be taken into account at all.

Now select the filament and apply the created material to it using the Assign Material to Selection button.

We put it on render. Now our lamps are lit and cast a soft, warm light onto the wall surface.

And if you have noise during rendering, like me, then you should increase the number of subdivisions in the Irradiance Map. To do this, go to Rendering – Render Setup in the GI tab and increase the Subdivs value.



Self-luminous material Corona

Now let's talk about how to create a self-luminous object in the Corona Renderer visualizer using the same Edison lamps as an example. Select the crown in Rendering – Render Setup. There is no need to configure anything for this visualizer.

Importing light sources into the scene. If your models are intended for VRay, you can convert them using . Now our lamps are not lit and do not illuminate anything.

Go to the Material Editor and select a free ball. We assign the material type CoronaLightMtl.

Let's set it up. The Intensity parameter is responsible for the light power: the higher the value, the stronger the self-glow. Let's set the value to 50. Color is responsible for the color; for an incandescent lamp, warm, orange is best. Apply the material to the filament in the light bulb, click Assign Material to Selection.

Now the filament inside the light bulb not only glows, but also illuminates objects, including in this case- the wall behind the lamp.

Greetings to the readers of our site. We present to your attention an article - lighting lessons in 3ds max. Of course, this topic cannot be completely classified as a specialized topic, but since our site is dedicated to electricity and light, we decided: why not - after all, light is light, no matter where it is.

In addition, this topic will certainly be of interest to many people who want to understand this very complex program.

By starting to read this material, we already assume that you have begun to study the basic principles of working in 3D max, and you will not have any difficulties with such operations as creating objects, moving them around the scene, and other basics. Otherwise, we are afraid that you will find the material difficult to master.

But, as always, we will try to present the topic as simply as possible. Here is a small photo of instructions for work - so you can probably do everything yourself without any problems.

Creating a working scene

So, let's launch the program. If you don't have it yet, you can purchase it in three ways:

  • Buy a licensed version for a lot of money— the price for a licensed product starts from 50 thousand rubles — and only during sales;
  • Download and install the trial version absolutely free, in which you will be able to undergo full-fledged training, because functionally such a product is no different from the one you have already purchased.
  • Well, or use something else, everyone in a known way, about which we, perhaps, will remain silent.

We will work with the 2012 version of the program. Of course, it is already a little outdated, but the basic principles have remained unchanged to this day.

First, let's create a simple scene that we will work with throughout the tutorial.

Call the primitives panel - to do this, click on the corresponding button in the command panel located on the right side of the screen.

Now let's create a plane in the workspace (Plane). In the photo above, all the buttons that need to be pressed to perform the described operation are highlighted in red. We will do the same on all other images so that you can better navigate the dry text.

Next, we will need to install some figures in the center of the scene, which we will illuminate in the future. You can use absolutely any of your models, and we will install two primitives to simplify the scene.

On the panel that opens, we alternately select and install a cube (Box) and a cylinder (Cylinder), giving them completely arbitrary proportions and sizes. To make our figures contrast against each other, let's change their colors.

To do this, select the cylinder and go to the “Modify” tab. A menu will open in front of you, in which all the properties of the selected object are available.

The selected rectangular area displays the type of object you selected - here you can make sure that you have selected the desired object. Just above there is a window in which you can set its name.

To the right of it is a small colored square - click on it and a color selection panel will open in front of you. Here we select the blue one and click OK.

In a similar way, change the color of the cube to red. As a result, we get two contrasting bright colors, which will allow you to better observe what is happening on stage while setting up the lighting.

Create a light source

Now it's time to create our first light source. To do this, on the command panel, go to the Create tab. Then click on the Lights submenu and you will see the lighting creation panel in front of you.

The very first drop-down menu allows you to determine the type of illuminator to be installed. There are only three of them in the program:

  • Standard- the simplest and least realistic light created by the program. This is what we will study first;
  • Photometric— more realistic light for creating live scenes;
  • Vray- This professional tool, which we will not touch on in this lesson.

Types of illuminators

We select standard lighting, and a panel of all available illuminators and their basic settings opens in front of us.

Now we are interested in the first two illuminators: Target Spot and Free Spot. Both of them are shaped like a cone, and the only difference is that the first has a target to which the lighting will be directed, and the second does not.

  • Select Target Spot and place it on the stage. To do this, hold down the left mouse button and draw out a cone of the required length
  • Next, using the arrows of the coordinate axes, we change its location in space.
  • In this case, the angle of the light direction will always fall towards the specified target.

If necessary, the lighting target can be moved to a new location.

As you can see, after installing the light above the stage, we had some semblance of lighting, and even shadows appeared. That is, the scene became more realistic. But what you see now doesn't quite match the final result.

To see it, you need to visualize the scene, or, as modelers say, render it. To perform rendering, we will use a hotkey combination. By default, they are assigned in the program as Shift+Q.

As you can see in the photo above. After pressing the indicated keys, a separate window opens, in which our scene is displayed, but in a visualized format. That is, we see how our light falls. It appears as a clear circle, with slightly blurred edges.

Delete Target Spot and create Free Spot.

This light source does not have a cube, and is directed downward by default. To illuminate the scene, simply position it above a plane. Free Spot will give exactly the same lighting as the previous source.

We remove the light again, install a new one, but now Target Direction.

The new light source, unlike the previous ones, has the shape of a cylinder. Just like the Target Spot, it has a die to indicate the target of the light. As you probably guessed, Free Direction cannot aim and shines, just like Free Spot down.

The last type of light we'll touch on in this section is called the Omni. It denotes omnidirectional point lighting, which has no restrictions in the form of zones.

The shape of the light source is important for properly illuminating the scene, and each parameter can be pre-configured, which we will talk about in the next chapter.

Light settings

We will configure a lighting source of the Target Direct type. To get to the settings menu, highlight the source and go to the Modify tab, as shown earlier.

In the menu that opens, you can see many lines, to the right of which there are plus signs. This means that you have the name of a drop-down menu that you can open or close simply by clicking on it.

There are a lot of settings, so we will only go through the most basic ones. You can view the rest yourself, watching how the light changes.

But let's talk about everything in order:

  • The first tab is called General Parameters;
  • Here you can change the type of illuminator by selecting the desired one from the drop-down list;
  • By removing or checking the box next to the On item, we turn the light on or off;
  • The Targeted checkbox determines whether our source is targeted or not;
  • In the Shadows sub-item we can enable the display of shadows and fine-tune them.

The next tab Intensity\Color\Attenuation (Intensity\Color\Attenuation) is one of the most important, as it contains very interesting settings.

Let's look at everything one by one:

  • The first item Multiplier (Multiplier) - determines the power of our light. By increasing this parameter, we make the source shine brighter, that is, we make it more saturated, and vice versa, by decreasing it, we dim it.
  • Next door is a white square. By clicking on it we will open a panel in which we can change color temperature Sveta.
  • The next item is called Decay.— allows you to limit the spread of light, or rather, to put up a barrier that will dim the light after itself. To see the process in action, check the Show box, change the type to Inverse, and add the Start parameter.

Advice! In essence, this function resembles the action of a diffuser, making the light softer and more subdued.

To see the effect of this item, you will also need to visualize the scene.

  • Next are the Near Attenuation and Far Attenuation parameters, which limit the spread of light in the scene space.
  • If we activate the first parameter by checking the Use and Show checkboxes, we will see two limiters with which we define the area where the light will hit objects.
  • Useful for use in cases where some of the objects in the scene should not be illuminated.

Let's see what happens if we move the limiters beyond our primitives.

The second parameter works similarly to the first, but with the only difference that it darkens with reverse side- that is, remote from the light source.

The next settings item is Directional Parameters, which contains very interesting settings.

  • The first thing you can do is change the shape of the source, making it rectangular. To do this, check the Rectangle item.
  • Hotspot\Beam (beam) - a parameter that controls the size of the main beam. By changing the values ​​in the window, you will see how the radius of the inner circle of the light source changes.
  • Falloff\Field (field) - similar to the previous parameter, changes the size of the outer circle.

In practice, these settings allow you to create a smooth attenuation of light from the center to the edges.

This is where we will probably finish the review of the main settings, since a deeper study of the remaining parameters will be useless for beginners at this stage.

Photometric light sources

Now let's try to create a more saturated and realistic light in our scene. For this we use photometric illuminators.

Types of illuminators

These light sources come in two types: Target Light and Free Light. As you already know, the difference between them is having a goal. These sources do not have any form, as they imitate natural light, which is not limited in space by anything.

As you may have already noticed, the external display of such a light source in the program differs from the standard one. It is shown as a net ball connected by a line to a cube, which is the target of the lighting.

Just like with standard sources, it can be freely moved and customized in a convenient way. This is what the figures now look like after rendering.

For greater realism, we have enabled the shadow parameter for objects. You can find out how to do this by returning to the description of the basic settings.

Photometric Light Settings

Like other lighting sources in 3Ds Max, photometric ones have their own settings. Some of them are no different from those already described above, while others are unique. Let's take them apart.

The first settings item that interests us is Template. Here you can choose the type of lighting for our lamp, and make it, for example, halogen or fluorescent, and immediately set its power in Watts.

The Intensity\Color\Attenuation parameter allows you to change not only the color temperature, but also set the lighting power, setting the values ​​in the most convenient units for the user (for example, Lumens).

The higher the values ​​of these parameters, the brighter and more powerful our light becomes. Next, consider the Shadow Parameters item.

It consists of the following parameters:

  • The Color item controls the color of the shadows, so if you wish, you can even make them yellow.
  • Density - responsible for the transparency of shadows. If you increase this parameter, the shadow will become very clear. If you bring the value closer to zero, it will become barely noticeable.
  • Values ​​below zero will cause the shadow to disappear altogether.
  • Size - also adjusts the saturation of the shadow;
  • 2 Sided Shadows - makes the shadows double-sided.

This concludes our 3ds max lighting lesson. We examined its main types, as well as their parameters.

This knowledge will allow you to start working with light and make your first creations more realistic. Additionally, we advise you to learn how to properly arrange lighting on the stage. To do this, search the Internet for videos on relevant topics.