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created Material Rendering tutorial
on 02-10-2009 10:28 PM
Not quite sure where to post this, figured it fits under pimping/previews better than anywhere else.
So due to the number of people interested in my rendering setup for my High Poly models I decided to just sit down and make a tutorial for it. I don't have much time so forgive me if there's not a pic for every step.
Hope this helps out those interested in presenting your models! Feel free to post any questions/comments/concerns or if you have trouble getting the result you can post your result.
Thanks!
Material Rendering Tutorial
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, triangle,
254 Posts,
Join Date Dec 2004,
Location California
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Dunno where it should go but the tut is pimped out. Thanks man! I've been trying to recreate it based on some of the steps you've posted on. Been working on a big HP model I want to present nicely and this will do perfectly!
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, polygon,
586 Posts,
Join Date Nov 2007,
Location Toronto, Canada
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One minor detail - just from the offset - is the black text on a medium to dark grey background.
I had to turn off CSS to read it - other than that - great stuff - will be trying it out soon. 
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, polycounter,
955 Posts,
Join Date Sep 2007,
Location London, UK
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You rendering thru the spotlight view? Where is your camera in relation to the spot?
Congrats on your new job.
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, polygon,
643 Posts,
Join Date Apr 2008,
Location Dallas, TX
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bookmarked thankyou 
Freelance FX Artist | spacehulk-game.com
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, card carrying polycounter,
2,253 Posts,
Join Date Jan 2005,
Location Austin, TX
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i quickly tried it out. Im not versed in rendering so at first my skylight "render" options panel was grey'd out, I was unable to follow the tutorial further until I figured out I had to be in Scanline not Mental ray... Your tutorial reads well and I was able to set everything up until that... maybe i missed the part where you specified the renderer? why is mental ray unable to have the render settings? something to do with raytracing?
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, polygon,
616 Posts,
Join Date Aug 2008,
Location Vancouver, BC
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Quote:
Originally Posted by Lee3dee
bookmarked thankyou 
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QFT!
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, veteran polycounter,
2,695 Posts,
Join Date Jan 2007,
Location San Jose, CA
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thanks i've been looking for a one-render way of doing this
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, polygon,
603 Posts,
Join Date Nov 2008,
Location Sydney, Australia
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Nice tut!
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thanks, seems useful!
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, veteran polycounter,
3,443 Posts,
Join Date Feb 2007,
Location San Mateo, CA
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Thanks for the positive feedback guys!
-Changed the background color to be lighter, hopefully this will be easier on everyone's eyes!
-Updated to include using the default scanline renderer
Junkie_XL: Thanks! The spotlight is coming from above and to the right of the model, to the right and above the camera as well.
Microneezia: Yes I am using the Default Scanline renderer in Max. If you set that as your renderer and go back through the tutorial you should be fine. Thanks for the feedback!
Last edited by X-Convict; 02-11-2009 at 09:35 AM..
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, triangle,
254 Posts,
Join Date Dec 2004,
Location California
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Totally gonna give this ago, thanks x!
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, polygon,
527 Posts,
Join Date Dec 2004,
Location Green Bay, WI
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just wondering - aren't skylights useless unless u turn light tracer on?
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, polygon,
603 Posts,
Join Date Nov 2008,
Location Sydney, Australia
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excellent Artem, gonna give this ago right now, since ive got some old HP stuff I wanna render out for folio and not make it look shit  .
John
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, polycounter,
819 Posts,
Join Date Oct 2004,
Location Oxfordshire,UK
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Kovac - NP
sampson - Light tracer gives you a lot more GI options, but the skylight can be used without it on.
Haha, hope it helps John - post your stuff when you get it rendered out! 
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, triangle,
254 Posts,
Join Date Dec 2004,
Location California
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Wow, this is great. I have been looking for a good render setup and I think I found it!!! Thanks a lot dude. Here is my result:
EDIT: Yeah, apparently skylight just brightens up the scene entirely. When I deleted the skylight, the entire scene became a tad darker, which looks great aswell. Also without the skylight it renders a lot faster. By the way, I tried it on a low poly model to see how it looked. I like it a lot:

Oops, I forgot to set the skylight multiplier to 0.4, that's why it's so bright. :p
Last edited by Havok; 02-14-2009 at 10:59 AM..
I know karate, kung fu, and 47 other intimidating words...
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, spline,
183 Posts,
Join Date Jun 2007,
Location Salem, NH
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Let me re-itterate....me likes this tutorial...alot!
heres my effort on one of my old HP peices.
Regards,
John
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, polycounter,
819 Posts,
Join Date Oct 2004,
Location Oxfordshire,UK
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It's a pretty good setup, and if you mess with it some more you can get really nice results. I used a similar setup, but I like your intense glossiness. Before I was using a spec level around 60 and a glossiness of 10 or so. I tuned those to your levels without doing the ray trace material with my 2 point omni setup and it really gave some interesting effects. I use 1 orange tinted light, and 1 green tinted light(you can do this with blue and red also). Nice of someone to do a step by step with pictures on this though =]
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, triangle,
317 Posts,
Join Date Nov 2008,
Location Atlanta, GA
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Say that's nice! For a little boost you can do a second path, apply the MR AO material and overlay that onto your original render. You don't want to over do it, but some subtle AO adds a little extra awesome.
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, Polycount.com Editor,
13,921 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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Finally tried it out and with an orange rimlight it looks pretty sick imo

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, polycounter,
1,101 Posts,
Join Date Jun 2008,
Location the slums of shaolin
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couple of questions, i did the tutorial. got nice results.
but do we render with scanline or with mentaray render? i tried both, scanline looked better.
also, we have to enable light tracer, no?
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, dedicated polycounter,
1,305 Posts,
Join Date Sep 2008,
Location Los Angeles
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Scanline.
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, triangle,
317 Posts,
Join Date Nov 2008,
Location Atlanta, GA
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Banging my head for a maya translation...
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, polygon,
585 Posts,
Join Date Feb 2008,
Location Tarsier Studios, Sweden
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Why use a skylight but no light tracer? Surely it'd be faster just to crank up the ambient light in the Environment properties... that has the same results.
Or did you forget to mention to turn the Light Tracer on in the Advanced Lighting settings? You won't get fancy GI shadows from the Skylight without turning that on, I'm pretty sure...
Nice tutorial anyway, I'm sure loads of people will suddenly start updating their portfolios with models rendered in this style, heheh 
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, MoP,
11,603 Posts,
Join Date Oct 2004,
Location London, UK
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