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Chapter 3 - Texturing, Lighting & Rendering in 3D Studio MAX ( 3ds max ) (Basic tutorials on lights, textures etc)
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Author - Saju Asokan
Last Updated: Aug 02 2008
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Lighting
 
Editing various light properties in 3D Studio MAX ( 3DS MAX ) - Tutorial / Lesson
Let's get to know the Omni light parameters in 3D Studio MAX ( 3ds max ) a bit and edit them to make the scene more realistic. Shall we? First make Omni01 the current selection by choosing it from the Select by Name 3ds max select tool tool. Now go to the Modify Panel .
Inside the various parameters for Omni01 in 3D Studio MAX ( 3ds max ), locate the Intensity/Color/Attenuation rollout and click on the White colored rectangle to bring up the color chooser. Choose a light yellowish-orange tint as shown in the figure. This color is the color of the light that our Omni01 casts. Noticed the color change of the light at the right end of the teapot in the perspecitive viewport of 3D Studio MAX ( 3ds max )? Also increae the Multiplier value to 2.0 instead of the default 1.0. Increasing the multiplier value increases the intensity of the light. Similarly change the color and Multiplier value of the second light (Omni02) by selecting it and modifying its properties in the Modify panel.
3d max light intensity
3ds max light intensity
Perform a Render in 3D Studio MAX ( 3ds max ) to see the results of the changes. A yellowish light is cast by both the lights now. It is visible in the brick base, but the teapot shows only a slight yellow tint. It is because the chrome material has a reflection map that overrides the subtle color effects of our omni lights. Noticed the slight jagging at the edges near the teapot's handle in 3D Studio MAX ( 3ds max )? It is caused by the low polygon count of our teapot object. Select the teapot and go to the Modify panel in 3D Studio MAX ( 3ds max ). In the Segments property, increase the value to 10. The teapot gets highly refined since its polygon count increases. Perform one more render to see the change.
3ds max render
Turning on shadows for the lights in 3D Studio MAX ( 3DS MAX ) - Tutorial / Lesson

Did you notice anything missing in our rendering results so far? Yeah you guessed it right. Shadows. Most types of lights in 3D Studio MAX ( 3DS MAX ) has the ability to cast shadows. But we need to turn them on manually. Since shadows are computationally intensive, 3D Studio MAX ( 3DS MAX ) turns them off initially. Here's what we need to do to turn them on. Select the Omni01 light and go to the Modify Panel. Inside the 'General Parameters' section you will see the 'Shadows' sub section. Check the 'On' checkbox to turn shadows on for the selected light. Repeat the steps for Omni02 to enable shadows for it too.

There are different types of shadows in 3D Studio MAX ( 3DS MAX ). By default, Shadow Map is the type of shadow selected. It produces comparitively simple shadows but is computationally inexpensive. It has the disadvantage that it cannot simulate lighter shadows that occurs when light passes through transparent objects. But for most applications Shadow Map gives satisfactory solutions in 3D Studio MAX ( 3ds max ). When transparency is there, we might have to go for computationally expensive 'Ray Tracing' shadows. Keep all these stuff in your memory. We will get to know all these in detail in advanced lessons. Let's now render the scene to see how cool it looks. The rendering result is shown below. Your's should look something similar to this.

3d max final render
Congratulations once again for having conquered this much of 3D Studio MAX ( 3DS MAX ) lessons yourself. You have just one more Chapter to take to get promoted to the Intermediate Lessons. As I always remind you, please make sure that you understand everything before you proceed furthur. Don't skip pages out of curiosity. These simple lessons are very essential for mastering 3D Studio MAX ( 3DS MAX ). Spend atleast thrice as much time to repeat exercises and experiment on your own , compared to the time you spend for learning a lesson. Then only these foundations gets really clear in your mind. So what's left in this Chapter? Yeah still scenes are reaching a climax. Lets get things moving. Let's do some animation. Move on to the Animation Fundamentals in the next Chapter
 
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