• Home
  • Tutorials
    • Adobe Photoshop
    • Autodesk 3DsMax
    • Autodesk Maya
    • Digital Painting
    • Drawing
    • Lighting and Rendering
    • Modeling
    • Realflow
    • Texturing
    • Zbrush
  • About Us
  • Contact Us







3D2Dizayn Tutorials

23rd November 2011 at 12:07 

Rendering Turkish Delight with Mentalray in Autodesk 3dsmax2010

16,954 views | Posted by admin in Autodesk 3DsMax, Lighting and Rendering, Modeling
2 comments

Step 18: We’re using fast shader which is not truly volumetric but suitable for translucency of relatively thin objects. Actually we ought to be using physical shader but for this particular tutorial I’m using fast shader, I’m going to make another tutorial about physical shader. I recommend you to explore the mentalray Documentation for further information. Here is an explanation of the most used controls of the SSS shader:

• Samples: Sets how many samples from the lightmap are considered (maximum) per rendered ray, ideally, a power of two. 32 is probably the lowest useful value, 128 is plenty. However, if the scattering radii are large the sample count may need to be increased to avoid image noise.

• Ambient/Extra light:  Is the ambient component or any additional diffuse light added by any shader. This light will also be included in the lightmap and get scattered like any other light source and is hence the perfect place to add any HDRI light. The HDRI light can be based on environment and occlusion maps.

• Overall diffuse coloration :  This color will affect all the underlying layers (unscattered, epidermal, subdermal, back (but not the specularity) ) and is good for overall color tweaks. All diffuse colors that follow below  are multiplied with this global color to yield the final result. This parameter is useful for tinting the final computed diffuse color in a desired way or to apply maps that attenuate all diffuse light.

• Diffuse color/ weight: Color and weight (a simple multiplier for easier tweaking) of the normal Lambertian diffuse lighting, which is layered on top of any underlying scattered diffuse light.

Step 19:

• Epidermal (top) layer scatter color/weight: are the color and weight for the front surface scattering.

• Epidermal (top) layer scatter radius: is the scatter radius in the front surface. Light will scatter this distance along the surface, in whatever units the model is made, divided by the scale_conversion parameter along the surface.

• Subdermal (top) layer scatter color/weight /radius: are the color, weight and scatter radius of the underlying sub-dermal layer. The functionality of the parameters is the same as those beginning with front_ but is for yet another layer below the top layers, representing the deeper, reddish “meaty” scattering.

• Back surface (through) scatter color/weight: are the color and weight for the back surface scattering, i.e. light going through the object.

• Back surface(through)scatter  radius/ depth: represent light going straight through the object and  are the scatter radius and depth for which light from the back surface is visible in the front surface. Normally, the radius and depth are set to the same value (and if the depth is not specified, it defaults to the radius) but can be set separately for increased control.

Step 20: After adjusting the Diffuse Subsurface Scattering controls we can now  add specular and reflections to the object. Here is a screenshot of the Specularity and Reflection Layer controls. Start with setting the Overall specular Weight to 3 (set it high so you can see its effect  more clearly. After you get the desired look you can set it low like I do ) then set Reflection Weight/ Edge weight ( leave Reflection  glossiness at 1), Shininess #2, Specular Color/Weight/Edge Weight #2 and Shininess #1 to0. Then experiment with the Specular #1 and Edge narrowness controls. You’ll get something like the picture below.

Autodesk 3dsmax2010 segments dimensions renderer to Mental Ray

Step 21: If you want you can add a Noise map to the Bump slot. Set the Number of samples to 128 to get rid of the noise.

Autodesk 3dsmax2010 segments dimensions renderer to Mental Ray

Step 22: Ok. I’m satisfied with the look so I duplicated the material and changed  the color to get variations. They can be made of  berry, lemon, orange or rose.

duplicated the material and changed  the color to get variations. They can be made of  berry, lemon, orange or rose.

Step 23: For the plate material I used Copper  template from the Arch & Design material. And created a Mix material for the bump slot with 0,07 amount.

Autodesk 3dsmax2010 segments dimensions renderer to Mental Ray

Pages: 1 2 3 4 5

If you like this post, please share it!

Digg it StumbleUpon Facebook Twitter del.icio.us Google Yahoo! reddit

This entry was posted on Wednesday, November 23rd, 2011 at 12:07 and is filed under Autodesk 3DsMax, Lighting and Rendering, Modeling. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

« Pintura Digital Avanzada en Photoshop How to render still-life Scene with Mentalray 3dsmax2010 »

2 responses to “Rendering Turkish Delight with Mentalray in Autodesk 3dsmax2010”

  1. admin says:
    19 December 2011 at 11:49

    No you can’t use my website content. I don’t allow this.

    Reply
  2. Loft says:
    20 February 2012 at 01:05

    Hocam değerli bilgileriniz için size minnettarız -Edit by admin-

    İyi çalışmalar.

    Reply

Leave a reply

Click here to cancel reply.

Follow me on Twitter Subscribe to RSS feed

Check out my Fan Page

My Favourite Story Book

some story books

www.3d2dizayn.com

Views

  • Create a liquid chocolate pouring in Next Limit’s Realflow 4 and Autodesk 3dsmax 2009 - 420,861 views
  • Making of ‘Calamity Jane Dare to Death’ in Autodesk 3ds max - 44,731 views
  • How to Paint a Story Book Character in Adobe Photoshop - 44,501 views
  • Making of Jeremiah 2d Painting tutorial in Adobe Photoshop CS3 - 43,342 views
  • Head modeling with 3dsmax by Hatice Bayramoglu Part I - 30,556 views

Archives

  • January 2013
  • August 2012
  • February 2012
  • December 2011
  • November 2011
  • September 2011
  • August 2011
  • July 2011
  • June 2011
  • May 2011
  • April 2011
  • March 2011
  • February 2011
  • January 2011
  • December 2010

Bookmark Us

Digg it StumbleUpon Facebook Twitter del.icio.us reddit

Recent Entries

  • Painting of Apache Warrior Portrait
  • Some story books illustrated by me
  • How to Paint a Candlelight Composition
  • Painting a Santa Christmas Greeting Card with Adobe Photoshop
  • How to render still-life Scene with Mentalray 3dsmax2010

Recent Comments

  • shampad: Nice if you add a tutorial wit
  • Jime: genial!!!!me ayudaste mucho..a
  • kleber r. c: doesn´t mr sky portal light on
  • admin: I just checked this tutorial.
  • admin: Thanks :)

© Copyright 3D2Dizayn Tutorials 2013. Powered by Wordpress. Designed by T Designs