Other posts of the serie
- Light Maps with 3DSMax and VRay — III (October 28, 2010)
- Light Maps with 3DSMax and VRay — II (October 28, 2010)
- 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.