View Full Version : 3ds max 5 global illumination
with final render you could render a scene without any lights. i have been struggling for hours trying to figure out how to do this with max 5... if i use light tracer and a sky light it achieves a similar effect, but i would like to know how to do it without any lights.
thanks in advance for your help:shrug:
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TimWoods
02-21-2003, 09:03 AM
if you drop a map into the environment and make it spherical (to do this drag it into the material editor instance it and then turn it to spherical)
then activate light tracer, it seems to have some effect on it. did a small test but nothing more. might work ok.
you can tell the exposure control to take into account background images as well.
tim :arteest:
Oktavian
02-21-2003, 09:32 AM
I also don't know it exactly but at least you have to use the 1 or 2 default lights in Max5 to have light at all. It doesn't work if you set a light and switch it off.
gaggle
02-21-2003, 09:38 AM
What's so wrong with the skylight all of a sudden?
The sky-parameters in finalRender's global dialog rollout thingie is found in the skylight object. As far as I know it's the same stuff you control in there.
You don't like having lights in your scene? It sounds to me like a case of just being used to doing it the fR way?...
nothing is wrong with the skylight... my question came out of the desire to copy neil blevins work for learning purposes. specifically i was trying to recreate the scene inwhich he makes an all white room using true global illumination. here is the link to the image.
http://www.neilblevins.com/artgallery/gallery.pl?image=white_room_gi
jadedchron
02-21-2003, 06:23 PM
looks like something out of the mjackson scream video :p
Howdy !
well, i'm not positive about that but i don't think this scene has no lights in it... it might be using a skylight, eventhough skylight is not the best way to illuminate an "indoor" scene, but i'm quite sure that there are lights in there, may they be object lights.
i don't know fR, but i doubt that you could get such a clean and lighted render using only skylight ?
my 2 cents
mouj
gaggle
02-22-2003, 01:35 PM
this image has only two light sources, the ceiling and floor, which are both self illuminated objects.
So no skylights.
What you want here is not the Light Tracer I don't think, it's the Radiosity solver. The Light Tracer solver is.. not an entirely accurate GI engine, it has plenty of limitations imo that makes it pretty much only useable for outdoor scenes. It's simply what it does best.
Try the radiosity thing. It'll be tricky competing with Brazil's renderquality, but something similar should be makeable at least.
DFGFX
02-23-2003, 05:03 PM
Try doing the following:)
Create two planes and a sphere(reflective between them). Tune up the self illumination for the planes material, Make all the color swatches white and apply and output map to the diffuse. Should work llol
Aggro - Thingy
02-24-2003, 03:10 AM
der de der, just found it, you need to make the materiel an "Anvanced Lighting Overide" material. Adjust the illumination
from the max tutorial
Get the materials from the neon lights:
Open the Material Editor. Scroll to a couple of unused sample slots. (Unused sample slots show a plain gray sphere, and have no angle brackets in the corners.)
Activate one sample slot. Turn on Pick Material From Object (the eyedropper button), then click one of the cylinders that surround the stack of spheres on the left. These neon light objects are Cylinder02, Cylinder03, and Cylinder04.
The material Neon Red No Override is loaded into the sample slot.
Activate the other sample slot and do the same for one of the cylinders surrounding the wavy triangle. These neon light objects are Cylinder05, Cylinder06, and Cylinder07.
The material Neon Green No Override is loaded into the other sample slot.
Turn the materials into Advanced Lighting Override Materials:
Click the Neon Red No Override sample slot to activate it. Then click the Material Type Button (which now says Standard).
The Material/Map Browser appears.
In the Material/Map Browser, highlight Advanced Lighting Override, and then click OK. In the Replace Material dialog that is displayed, make sure to choose Keep Old Material As Sub-Material, and then click OK.
Now the red self-illuminating material is contained within the Override material.
On the Advanced Lighting Override Material rollout, in the Special Effects group, change Luminance Scale from 0.0 to 1000.0.
Now the material will emit light in the scene.
You might notice that the controls in the Override Material Physical Properties group are for adjusting how much light the material reflects and transmits.
Repeat steps 1 to 3 for the Neon Green No Override material.
Recalculate the radiosity solution:
Because you got the materials directly from the objects, they are “hot” materials and you don't need to reapply them in the scene. However, if you render the scene again now, you will see no change. This is because you need to recalculate the radiosity solution.
Choose Rendering > Advanced Lighting.
The Advanced Lighting dialog appears.
On the Radiosity Processing Parameters rollout, click Reset All, and click Yes in the warning dialog.
Click Start.
The radiosity solution is recalculated. This is a good time for you to take a break: the recalculation can take several minutes. The progress bar below the Start button shows the progress of each pass, and the quality percentage each pass achieves.
TimWoods
02-24-2003, 04:38 PM
ahhh self illuminated material.
its a nice function, but it doesnt create any direct light in max5 radiosity, ie, no hard shadows. i could be wrong.
fRender and others actually make a much better job of it, because it calculates the direct light as well eminating from light emiting objects/mats.
:p
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