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3D Max Lighting and Rendering Tips

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Post by render master Thu May 07, 2009 1:35 am

I will be starting this Lighting and Rendering Tips... i will be putting here lighting and rendering tips, techniques, and tweaking . And if you have some request , just post it in here.
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Post by 3DZONE Thu May 07, 2009 2:56 am

Pwede start tayo sa Vray Sun??? gusto ko pa malaman yung ibang magagawa nito eh...for Exterior or Interior...thanks in advance Very Happy
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Post by patz_28 Sun May 10, 2009 1:35 pm

Ako rin sir sa lighting din po...different lighting moods sa exterior sir
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Post by reinner Sun May 10, 2009 11:27 pm

pwede po request ung pag gamit po ng IES? salamats po in advance mga sirs/mams
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Post by kurdaps! Sun May 10, 2009 11:33 pm

reinner wrote:pwede po request ung pag gamit po ng IES? salamats po in advance mga sirs/mams

Photometric light > Free point .....

Web Parameters..click NONE and chose IES light/file in your library...


3D Max Lighting and Rendering Tips Aasdas

Hope that helps... Wink
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Post by kurdaps! Sun May 10, 2009 11:34 pm

patz_28 wrote:Ako rin sir sa lighting din po...different lighting moods sa exterior sir

>>> Share your Vray Settings Thread<<<
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Post by reinner Sun May 10, 2009 11:47 pm

wow!! ang bilis nmn nun!! fastest reply ever Smile

salamat po @kurdaps!
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Post by kurdaps! Sun May 10, 2009 11:51 pm

reinner wrote:wow!! ang bilis nmn nun!! fastest reply ever Smile

salamat po @kurdaps!

Welcome Sir...
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Post by icefrik19 Mon May 11, 2009 12:30 am

mgandang mood nang sun setting sir..tnx
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Post by render master Mon May 11, 2009 4:26 am

reinner wrote:pwede po request ung pag gamit po ng IES? salamats po in advance mga sirs/mams

see this one sir
>>>Basic IES Lighting<<<
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Post by Stryker Mon May 11, 2009 10:08 am

sir kurdaps... how about ung vray ies? same as photometric ba ito? TIA
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Post by kurdaps! Mon May 11, 2009 11:37 pm

Stryker wrote:sir kurdaps... how about ung vray ies? same as photometric ba ito? TIA

You mean......rendering IES in Vray?
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Post by Stryker Tue May 12, 2009 12:34 am

[img]3D Max Lighting and Rendering Tips Untitled-1[/img]

eto sir daps...TIA
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Post by kurdaps! Tue May 12, 2009 1:58 am

Stryker wrote:[img]3D Max Lighting and Rendering Tips Untitled-1[/img]

eto sir daps...TIA

Wala me nito sa Max-Vray ko Sir... Embarassed Ano ba version gamit mo?

Anybody used the same version?
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Post by ARCHITHEKTHURA Tue May 12, 2009 2:53 am

Yeah i think it is almost the same. It came with vray sp2 sir daps.Regardless if your using max 2008 or 2009. thumbsup
Been using it for quite a while and must say theres a difference with rendering time. Vray Ies render faster than photometrics..Yun lng po yung observation ko. Smile
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Post by kurdaps! Tue May 12, 2009 2:57 am

ARCHITHEKTHURA wrote:Yeah i think it is almost the same. It came with vray sp2 sir daps.Regardless if your using max 2008 or 2009. thumbsup
Been using it for quite a while and must say theres a difference with rendering time. Vray Ies render faster than photometrics..Yun lng po yung observation ko. Smile

Hmmmmmm...

Thanks for the info...
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Post by Stryker Tue May 12, 2009 4:13 am

max 2009 vray sp2 sir... gamit ko... ! nde ko pa nagamit yan vray ies n yan kaya natanong ko e heheh
anyways thanks sir architektura for the info... thumbsup
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Post by AJ Cortez Tue May 12, 2009 9:30 am

How bout some tips on making materials look white? I would set my color selector to 255,255,255...but in the rendering, the material would still look off-white...any tips?
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Post by v_wrangler Tue May 12, 2009 7:08 pm

AJ Cortez wrote:How bout some tips on making materials look white? I would set my color selector to 255,255,255...but in the rendering, the material would still look off-white...any tips?

When you say off white? Overbrights? Light color can also affect material diffuse, BTW.

Anyways, here's one tip when cooking up real world 8-bit materials:

No material can return more light than it could receive, Which means - all the elements like diffuse, specularity, reflections, refractions, self-illumination etcetera should pretty sum up to a hundred percent unless you are simulating a daylight bulb.

It's a good practice to turn down the intensities of primary colors, so if you have a white object and you know it will be lit, must reflect and must show specularity - do not set the diffuse colors to 255,255,255 - because for sure when the lighting adds up - it will no longer be white, it will be overbright.

Same thing with primaries, red, blue or green (specially yellows if you will be showing work in an NTSC screen),
lower the value to at least 5 steps - so for RGB 255,000,000 make that at least 250,000,000.
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Post by AJ Cortez Fri May 15, 2009 10:14 am

Thanks for the tips V, I'll have to try this out. I don't really have a problem with the overbrights, it's more that the whites tend to look more like a really light grey.
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Post by pixelburn Fri May 15, 2009 10:23 am

in architecture

off white - White containing a slight amount of gray, yellow, or other light color.

yan din problem ko minsan!!! nde kaya sa effect parin ng light yun, as sir V is refering to? (in this case the white returns the light to the camera, and dahil sa mababa ung intensity, it turns out to be greyish) heheh! medyo naguluhan narin ako!! confused
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Post by v_wrangler Fri May 15, 2009 7:55 pm

Whites in your scene should be based on how whites look in the Material Editor. Just make sure that you set the same renderer for both the scene and ME.

If the whites in Material look fine, then the greys in your renderings could be the result of other factors:

1. Lights, or lights affecting diffuse or shadows
2. Global Illumination or bounces from other materials
3. Gamma settings
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Post by kurdaps! Fri May 15, 2009 8:32 pm

For my white I used 254, 254, 254.

Very Happy
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Post by v_wrangler Fri May 15, 2009 8:36 pm

that's one integer 1/255

While it aint wrong. Its like suntok sa hangin. It doesn't hurt and it doesn't have a range to show any visible difference at all.
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Post by celes Fri May 15, 2009 9:08 pm

it usually happens when uve got an offwhite wall next to a chalk white wall.

sometimes i cheat on this. i use a standard material with a bit of self - illumination. but i don't use 255,255,255 - it's somewhere bet 235-250. it's all about the perception of white, really.
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