Light Maps with 3DSMax and VRay — I

Other posts of the serie

  1. Light Maps with 3DS­Max and VRay — III (Octo­ber 28, 2010)
  2. Light Maps with 3DS­Max and VRay  —  II (Octo­ber 28, 2010)
  3. Light Maps with 3DS­Max and VRay — I (Octo­ber 28, 2010)

This tuto­ri­al deals step by step with three process­es – mod­el­ing of geom­e­try in 3DS Max, export­ing of lightmaps to Direc­tor and cre­at­ing of map­ping coor­di­nates for ligth­ing maps. To fol­low it you need: 3D Stu­dio Max 2009* and Direc­tor 10.1 or lat­er.
Cre­ate a direc­to­ry “C:\lightMapsTutorial\”. Open 3DS Max 2009.
From the main appli­ca­tion menubar, choose
Ren­der­ing > Ren­der Setup > Com­mon > Assign Ren­der­er > Choose Ren­der­er… > Vray.
From the main appli­ca­tion menubar, check
Cus­tomize > Units Setup > Gener­ic Units.
Save the scene in “C:\lightMapsTutorial\” under the name “lights.max”.

In Top view, cre­ate Quad Patch
Patch Grids > Quad Patch
Set Length to 512, Width to 512, Length Seg­ments to 2 and Width Seg­ments to 2.
Place** the grid on point 0,0,0. Name it “floor”.

In Top view, cre­ate Sphere.
Stan­dard Prim­i­tives > Sphere
Set Radius to 16, set Seg­ments to 32. Place the sphere on point 51, -68, 16. Name it “sphere1”.

Cre­ate two copies of the sphere. Name the first one “sphere2” and the sec­ond one — “sphere3”
Place “sphere2” on point 86, -37, 24. Change its Radius to 24.
Place “sphere3” on point -21, 19, 32. Change its Radius to 32.

In Top view, cre­ate a Cham­fer­Box and name it “box1”.
Extend­ed Prim­i­tives> Cham­fer­Box
Set Length to 32, Width to 32 and Height to 32
Set Fil­let to 0.5 and set Fil­let Seg­ments to 1.
Place the box on point 16, -31, 0

Cre­ate a copy of “box1” and name it “box2”.
Set the dimen­sions of “box2” to 24 x 24 x 24
Open Rotate Trans­form Type In dia­logue and set the Z-rota­tion of “box2” to 30 degrees.
Place “box2” in point 25, -40, 32

Cre­ate a tar­get cam­era
Cam­eras > Tar­get
Place it on -82, -211, 318. Place the cam­era tar­get on 6, -19, 11

Cre­ate a Tar­get Direct light
Lights > Stan­dard > Tar­get Direct
Place it on 332, -239, 297. Place the tar­get of the light on -20, 20, 0
Now mod­i­fy the light prop­er­ties in the fol­low­ing way:
Under the Direc­tion­al Para­me­ters:
Set Hotspot/Beam to 12
Set Falloff/Field to 273. Check Over­shoot.
Under Gen­er­al Para­me­ters:
Check Shad­ows > On and set the shad­ow type to VrayShad­ow.
Under the VRayShad­ows Params:
Check Area shad­ow.

Now is time to set-up the VRay set­tings.
Open Mate­ri­al Edi­tor and cre­ate a stan­dard mate­ri­al, named “light” with
Dif­fuse = 128,128,128 and Ambi­ent = 128,128,128
From the main appli­ca­tion menu choose
Ren­der­ing > Ren­der Setup, go to Vray tab, expand the V-Ray::Global switch­es sec­tion and check Over­ride mtl.
Press the but­ton next to the check­box and choose the mate­ri­al “light”. ( If you dont see the “light” mate­ri­al, choose Mtl Edi­tor radiobut­ton )
Expand the V-Ray::Image sam­pler (Antialias­ing) sec­tion:
Set Type to Adap­tive Sub­di­vi­sion.
Set Antialias­ing fil­ter to VRay­Lanc­zos­Fil­ter and Size to 2.2
Expand V-Ray::Environment sec­tion and check GI Envi­ron­ment (sky­light) over­ride
Go to Indi­rect Illu­mi­na­tion tab and expand V-Ray::Indirect Illu­mi­na­tion (GI). Check On.
Set Pri­ma­ry Bounces > GI Engine to Irra­di­ance map. Set Secondary Bounces > GI Engine to Pho­ton map.
Expand V-Ray::Irradiance map sec­tion and set Bult-in pre­sets > High. Check Show calc. phase
If you ren­der the scene through the Cam­er­a01 view, you will see some­thing like this:

* Note: For this tuto­ri­al I used 32 bit ver­sion of 3D Stu­dio Max for Win­dows.
** Note: You can invoke the Move Trans­form Type-In dia­logue by right click­ing on Select and Move but­ton on the main appli­ca­tion tool­bar.

 
Comments

Thank you very much, It’s a good help!