Showing posts with label mental ray. Show all posts
Showing posts with label mental ray. Show all posts

Wednesday, November 30, 2011

Too Many Thing!

Hi guys... How are you?


Below is the render of the "lighthouse" I did for my last workshop called "Too Many Things".
I explained the way of creating/putting too many geometries in a 3d scene using proxies.
I used 3ds max and Vray to create the artwork.



Modeled by Juan Carlos Silva

Thursday, March 3, 2011

Rendering with Mental Ray

Interior Lighting and Rendering Using Mental - 7th _ Dec                                                                                                   

Making of - Avon Mascara

Here's a small tips on product lighting and rendering using mental ray :)

Product Lighting and Rendering using Mental Ray                                                                                                   

Monday, September 14, 2009

Making of Mt. Kirat - when I see towards east from my grave





Hello Guys _______ I would like to share the making of the below image called Mt. Kirat. Everything about... material, light and rendering.

Step 1 : Modeling

I started with a Plane, Used a lot of "Bend" modifiers to lots of selection sets... and managed to get a very basic blocking which was very clear in my mind. Than I placed boxes to make the stones. Used a lot of my fav "noise" modifier to give the irregular shape. Than, I exported it to ".obj" file and opened in mudbox and did a very low level sculpting like this :-

Step 2 : Texturing

I think I don't have to say about unwrapping, because in this type of simple UVs, just "relax" can handle it very well.

Well, than I used a basic standard material.

Diffuse Map :- I used noise map in diffuse and kept it to fractal type and adjusted the noise size and all and mixed 3ds max's default ground textures.

Bump :- I mixed "2" noise inside "a" noise map for some bigger bumps and smaller bumps.


Step 3 : "WOW" displacement
:)

Now, here's the real fun and interesting part. You may use any kind of map to displace your geometry as long if the displacement detail/order is already specified. Here, I am free... but ya... I knew which part should be displaced more and which part to be displaced less. And the displacement size too. So I used noise again. :D My favorite. Because in noise I always get more than 1 color/map/axis whatever it is because noise = randomness. Ummm is it? So I can put other map again inside noise.

Anyways, If u want to specify the displacement (i.e. my other post which i'll post very soon) you'll have to paint according to ur UVs. You can use mudbox and/or photoshop for this. for example:- concrete stairs broken on the edge. may be.


Step 4 : Lighting


Oh! by the way, I rendered it using mental ray. Because displacement is not a good friend of scanline renderer.

Anyways, for the lighting thing. I used 1 direct light as a key light to define the direction of sunlight in some yellow tint. Played a lot with color for different mood. and used the skylight with blue color as scattered sun photons. I enabled some amount of diffuse bounces too. Since I knew I 'd need just a single frame, I rendered it using Lanczos filter for sharper details.

And I added some hair and fur for the grasses.

Color corrected and bg created in photoshop. With that lense-flare effect.

You want to know more about Mental Ray settings, just let me know.


displacement type 2