View Full Version : self illumination
trendol 09-12-2002, 01:25 PM Hi
I'm trying to make a sphere self illuminated, making the "light" for itself without a light source. I'm not exactly sure how things are working, or not entirely everything, since I've started with 3D Studio Max only a few months back.
The SSS (Surface Scattering) also, how does that work? I've heard I can fake that in 3D Studio Max 5.0, am I right? If so; how? What parameters? It seems that I can't do it right however how much I've tried it with :(
I've did this thread before, but then there was a server error at cgtalk so it disapeared.
Thanks!
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himizu
09-12-2002, 02:31 PM
i askd this very same question not too long ago. it should be on the second page of this section. some guy posted how to do it in 3dsmax5. check it out.
trendol
09-12-2002, 03:05 PM
Thanks.
I found the answer of one of my two questions.
You don't have any clue about the Sub Surface Scattering?
insect666
09-12-2002, 05:38 PM
I can't imagine a way of faking SSS or translucency.
However there is a script for that.
Here's a tutorial for it:
http://members.optushome.com.au/ghra/tutorials/tutoriaOne.htm
Is it what you're looking for? :curious:
jimcoldt
09-12-2002, 05:53 PM
Try using the new "translucent" shader type in max 5...
In your material editor, go to "shader basic parameters", and change from "blinn" to "translucent shader". Check the maxhelp for documentation/settings...
trendol
09-12-2002, 08:19 PM
Thanks for the the script download!
The tutorial was great!
But, as you also said, you can fake Sub Surface Scattering with Max 5's Translucency Shader. The question is how?
trendol
09-13-2002, 03:01 PM
Ok, I've tried out the tutorial now, but it seems that I can't get through it anyway.
If you follow the link you posted above, you'll see that it explains that I have to select all the polygons, convert the selection to a vertex selection, make it as the "black" section in the Translucent Script and do the same of the "outside" of the object as white.
But this is impossible, pure impossible. Let me explain further:
I havn't made a screenshot of this because there's simple not much to see except two spheres and some settings. I'll try to explain it instead. I want a sphere to glow, simple as that, but still make it look like it does with the POT in the link (last post). But this sphere doesn't glow, however I do. In the tutorial, I have to select the outside face selection and the inside face selection. But I only have one ball, and there's no such thing as "double sided" vertixes (or am I wrong?). So therefor, I've created two spheres, one as the "outside" and another sphere as the "inside". I've selected all the inside vertixes and all the outside vertixes and applied the properties from the Translucent Script (as it said in the tutorial), and it worked fine til I rendered the whole thing. Nothing. It still looks like a simple ball with nothing changed except the brighter colour. I've also applied some materials to these spheres, but there's no change at all. I've turned off the light, still the problem remains.
In all of that, 3D Studio Max 5.0 locks itself after the rendering is complete, almost every time and I suspect that the Translucent Script is making this, since it have never happend before and it always happends at the end of the rendering.
Ok, phew. I really need an answer of this; I'm highly confused and I've tried (far as I know) everything, and I need some advice. Please help me!
Regards,
I'm at work, without Max, and I haven't looked at the tutorial, so I could be way out in left field, but...
It sounds like you have the inner and outer spheres as two different objects, still? Try selecting the outer sphere, going to create compound object, selecting 'boolean', and picking the inner sphere as the 'B' operand (boolean type A-B). This will make one hollow object with an inner and outer surface. Then convert the whole thing to editable mesh/poly, and follow the tutorial from there.
trendol
09-13-2002, 03:54 PM
Ok, I've followed your instructions.
I've booled the two objects.
But now then? How in earth can I select the inner sphere faces without touching the outer sphere faces? It seems to me: impossible.
Once you've converted to editable mesh, select the 'element' subobject level. Then click on the outer sphere to select it. Then convert your selection to polygons or vertices (Max 5 can do that, I think. It's also a feature of MeshTools).
To get the inner sphere polygons, you'd select the outer sphere polygons, then use the menu option 'Edit | Select Invert'
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