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Importing illustrator file into 3ds max (English)

Tutorials
Importar illustrator a 3ds max

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

In our beginnings with 3d few times we wanted to import a vector to 3ds max and we have been unable to do so because the message «line in file exceeds 255 characters» or «Improper file format«, although in the 3Dmax can create splines it is easier to do the strokes in a vector program and export them in Adobe Illustrator.

From Adobe Illustrator

If the design or logo you’re doing leads typography, fonts have to be converted to outline. The picture shows the logo of google made with typography, select it and click right mouse select Create Outlines, this option also find it on the menu: Type > Create Outlines or the combination of Shift + Ctrl + O
Remember that everything is text have to convert it to outlines because max does not recognize illustrator typography.

illustrator file into 3ds

 

Now save it with version 8, this is important because max does not recognize later, even to make sure it finds no version compatibility issues you can save with version 3. This is especially with regard to illustrator, see below and import it into 3ds max.

importar_illustrator_a_3dsmax_-02

 

From Corel Draw

In this example I have the logo of google made with typography, the same happens to users illustrator, if the design is typography, convert all that is typography curves, but we will now, we’re going to export it :

importar_illustrator_a_3dsmax_-03

 

We export our vector design in the window that appears select Illustrator 8 and as our design takes typography export text as curves, even to make sure it finds no version compatibility issues you can save with version 3. This is especially with regard Corel Draw, below we will see how to import it in 3ds max and the options it offers.

importar_illustrator_a_3dsmax_-04

 

Import the vector Adobe Illustrator (* .ai) into 3ds max

To import into 3ds max choose the * .ai you saved and we see a window like the image below, the first option «Merge objects with current scene» gives us the layout matter in our current scene, while the second option «Completely remplace current scene.» choose to import the path to a new scene.

importar_illustrator_a_3dsmax_05

 

After choosing one of two options, another window appears:

importar_illustrator_a_3dsmax_06

 

This window offers two other options shown below:

Simgle Object

The vector now in 3ds max is a Editable Spline is placed in our scene as a single object, but also, if desired, can be separated into the individual objects with Detach tool.

importar_illustrator_a_3dsmax_07

 

Multiple Object

This option is also an Editable Spline but each line is an independent object, but if you want you can make them a single object by selecting each with Attach or Attach Mult. tool.

importar_illustrator_a_3dsmax_08

 

Caution

When you make your design Vector careful not to stroke and fill at once, but to import it into 3ds max have two overlapping Editable Splines.

importar_illustrator_a_3dsmax_09

 

Thank you very much for your attention and I hope you can share in a social network, greetings and see you soon 🙂
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13 febrero, 2016/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2016/02/importar_illustrator_a_3dsmax_10.jpg 360 760 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2016-02-13 02:09:372021-09-07 18:04:29Importing illustrator file into 3ds max (English)

Creating Water drops in 3Ds Max (English)

Tutorials

In this tutorial I show you step by step how to create water drops in 3Ds max, as distributed on the surface of the object, set its size and use the MultiScatter plugin, create water material and render test, the correct settings for a render good quality

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web


I have two models on the scene (2 bottles of soda)

drops in 3Ds Max

These models put 2 types of drops of water, the first small and round, the second to be irregular and large as seen in the following photo.

Water drops example

I’ll start adding the drops to one model and then repeat the procedure with the second model.

DROPLET

CREATE SMALL DROP

Create a 12-sided sphere, change it to Editable polygon. Modifying the lower vertices of such that they are in the half of the sphere. If necessary scale was slightly higher vertices to give more roundness to the small drop.

Crear la gota

Put the pin on the bottom of the drop but not reaching the base.

DROP SET TO MODEL

With selected drop creates a Scatter (Menu: Create> Compound> Scatter). In the Pick Distribution Object dropdown click on the Pick Distribution Object button and then click on the model. With the above we have made the drop to the model set (a bottle) then you have to distribute the amount that we deem necessary at our discretion.

Fijar gota

DISTRIBUTED SMALL DROP

Takes the following values only for reference as these vary depending on the size of your model and drop you’ve created, so each value adjusted according to your criteria and need.
Start by putting 500 Duplicates to increase the amount of drop that will be distributed throughout the model, make sure that the Parameter Object Distribution Perpendicular option is checked it, so the drop is placed correctly on the model surface.

Duplicates Scatter

If the drop is too big or small for the model in Base Scale resizes.
In Distribution Using select drop distribution, in my case is Even better, try the Area and Even.

Distribute using Scatter

RANDOM SIZE

In Scaling modify the size of the droplets at different scales by marking Maximun Range Use and Lock Aspect Ratio to uniform scaling on all axes, change the value of X that best suits visually, some drops will get bigger and other smaller.

Scaling Scatter

DISPLAY

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In the Display tab, check the Hide Distribution Object option to hide the reference mesh modifier to duplicate the Scatter. Make sure the Mesh option is selected. If the display is at 100% you will see all the drops that will be created.
Increase Duplicates value to add more drops, I have risen to 4500, if you see that your computer takes a long time to represent the drops, try decreasing the percentage display.

Display Scatter

BIG DROP

CREATE PARRAY

First off momentarily hidden droplets.
Go to Particle Systems and make the stage a PArray (Menu: Create > Particle > PArray), from the drop Basic Parameters click the Pick Object button and then click on the model.
Make sure the Display Viewport is selected Mesh and Percentage of Particles 100%.

Crear PArray

CREATING PARTICLE

In the Particle Generation choose Use Total and give it a value of 60, Speed changes the value to 0 and the Emit Stop to 0, the latter will make you see all the drops from the first frame.

Particle generation Scatter

DROPS SIZE

In the Particle Size group, set to 0 Grow For and Fade For also put to 0, choose the size of the droplets in Size, for example 5 or you want.
In the dropdown Particle Type, check MetaParticles to the drops of irregular type.

Particle size Scatter

If you see that there are very few drops increases the value Use Total and resizes, I have increased the Total Use 500 and the Size to 7.

Increase drops

QUALITY DROPS

As you can see the drops do not have much resolution (few polygons), to increase the quality uncheck the Automatic Coarseness option, once disabled allow us to change the values in the Evaluation Coarseness group. Decreasing values Render and Viewport, drops increase the resolution, but be careful not to diminish both as this may slow the performance drops first 2 in both test and then down to 1.5.

Evaluation coarseness

Remember that these reference values are dependent on the measurements of your model and how you have configured the units 3ds Max.

MATERIAL WATER DROPS

Make visible droplets that hid and open the material editor (key M), create a new material and changes VRayMtl color Difusse to black (0,0,0), Reflect: white, Refract: white, activates the Fresnel reflections, Refract IOR of 1.33.

Material water drops
Ready, set it to 2 drops and Render…

RENDER SETTINGS

Configuracion Render

FINAL RENDER

Bottle water drop

another render using the same technique

Water drops Cocacola mascotas mundial football 3ds max

I hope this tutorial is useful for you, let your opinion. Greetings.
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15 octubre, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/09/bottle-water-drop.jpg 1080 1920 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-10-15 10:52:262021-09-07 18:12:21Creating Water drops in 3Ds Max (English)

Add HDRi as bakcground image (English)

Tutorials
Render Final de Imagen de fondo

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

If we use a HDRi as background image must be of good quality (good resolution in pixels) and put the camera in the correct position for the models that are in the scene look as if they really were on the floor.
The steps are:

1. Load the HDRi in a slot

Create a map VRayHDRi

HDRi as bakcground

Load at him HDRi high resolution

Carga en él el HDRi de alta resolución
Change the map type to Spherical

Cambia el tipo de mapa a Spherical

2. VRayHDRI in Environment Map

Drag VRayHDRI to the Environment Map

VRayHDRi en Environment Map

3. Camera Location

Create VRayPhysicalCamera on the scene and put in the coordinates 0, 0, 0

Ubicación de la Cámara

4. Display the HDRi in Viewport

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At the Viewport menu, go to Viewport Background > Background Environment, will be displayed in the viewport the image of HDRi

Visualizar el HDRi en el Viewport

View from VRayPhysicalCamera

Visualiza desde la VRayPhysicalCamera

Please note that from now to change the angle of vision so you just move the VRayCamera.Target, the camera must always be in X: 0cm, Y: 0cm and Z: 120cm.

5. Proper camera position

Creates models on the scene

Correcta posición de la cámara

Select the camera and change its position Z to 122cms. This measurement is the exact position of the SLR camera from which the photos were taken to create the HDR.

Selecciona la cámara y cambia su posición Z

6. Flooring and lighting LightDome

I added a LightDome on the scene and has the same texture as the HDRi Environment.

Suelo y iluminación LightDome

I also added a flat floor, and put the following material is to only see the shadows of the models.

un plano que hace de suelo

7. Final Render

The correct location of the models on the floor looks.

Render Final de Imagen de fondo

If you have any questions please leave a comment
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9 septiembre, 2014/1 Comentario/por Giancr
https://giancr.com/wp-content/uploads/2014/09/hdri_image_background_12.jpg 600 800 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-09-09 13:55:572021-09-07 18:12:31Add HDRi as bakcground image (English)

Make sharp shadows with HDR (English)

Sin categorizar, Tutorials

One advantage of the HDRi is good lighting that gives the scene and makes it more realistic, but also one of the drawbacks is making sharp shadows.

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web


The method we used when we have a HDRi lighting the scene and we want to make sharp shadows, is to create an additional light to help make these shadows defined.

INVERSE GAMMA

In VRay to do this without adding additional light is decreasing the value of gamma. When you load the HDRi in the Material Editor, the end within the group parameters, is the Inverse gama.
A value of 0.75 to 1.0 is recommended.

sharp shadows with HDR

COMPARE VALUES OF INVERSE GAMMA

Then you will see how decreasing the Inverse gamma can refine the quality of the shadow.

Inverse gamma comparison

A value of 0.75 is recommended.

IMPORTANT FACTORS TO SHARP SHADOWS

Not all HDR produce sharp shadows, two important factors must be met:

INTENSE LIGHT SOURCE

A scenario where clearly see the center of the sun have to do sharp shadows.

HDR con fuente lumínica intenza

PROPER CATCH HDRI

A sunny HDRi must be properly captured (EV), to cast shadows.

12 EV HDR

I hope this tutorial has been helpful.
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25 junio, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/06/inverse_gamma_comparition.jpg 1574 1300 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-06-25 15:34:212021-09-07 18:13:44Make sharp shadows with HDR (English)

Check real EV (Dynamic Range) of a HDRi (English)

Tutorials

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web


When you open a 32-bit HDR in Photoshop can often see it too dark or too bright, the visual appearance of HDR in Photoshop does not affect the lighting within the scene

Preview a overexposed HDR in photoshop

Preview a overexposed HDR in photoshop

Preview a underexposed HDR in photoshop

Preview a underexposed HDR in photoshop

A simple way to check the dynamic range, is opening the HDRi with Photoshop, in the bottom left you will find a scroll bar (Exposure bar), the central indicator moves to the left to see underexposure and overexposure to the right of the HDRi.

This exposure bar only works with 32-bit images.

Another way is with the Eyedropper tool, click on the center of the light source and open the Color Picker (Foreground Color) you’ll see the Intensity in steps (real EV) HDR.

comprobar EV Dinamic Range cuentagotas

I hope this tutorial has been helpful.
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15 junio, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/06/Entre-edificios1.jpg 648 1659 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-06-15 15:32:232021-09-07 18:14:10Check real EV (Dynamic Range) of a HDRi (English)

How illuminate HDRi «Light dome» in 3ds max and VRay? (English)

Tutorials, Uncategorized
tutorial de iluminacion hdri lightdome en 3ds max y vray ejemplo 01

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

Llévate este tutorial a tu dispositivo móvil - escanea este código QR

Take this tutorial to your mobile device – scan this QR code

For this tutorial you need basic knowledge of creating geometries

We saw in the HDRi Lighting Tutorial «Environment» in 3ds max with VRay as HDR post in a scene using the Environment, but now with VRay version 2 will explain how to do it with the Light dome.

1.- Prepare the Scenea

As I have said in other tutorials just need to put in the scene geometry and serve as a ground plane to see the shadows cast by the HDR

Prepare the scene
or better if you download the scene that I have prepared for this tutorial.

The downloads you need are the following:

  • A HDRi (free download of a HDRi)
  • A scene or optional download scene

Once you create your own scene or if you have downloaded open it with 3ds max.

2.- Loads the rendering engine: V-Ray

Open the Render Setup (F10 or Rendering > Render Setup…) window on the Common tab and assign it as the VRay rendering engine.

Render setup VRay

3.- Prepare the Indirect Illumination GI and Frame Buffer

In the same window the previous step, go to Indirect illumination and activates the On and choose as Primary bounces: Irradiance map and Secondary bounces: Brute force.

VRay - Iluminación Indirecta GI
From the VRay tab activates the frame buffer, the frame buffer is not essential but if you activate it helps activate and deactivate the Gamma 2.2 render mode.

VRay - Frame buffer

4.- Light creates the dome on the scene

If you like this post and want to continue reading the other steps of the tutorial, please click on one of the buttons of social networks (facebook, twitter or google+) to show hidden content:


6 junio, 2014/1 Comentario/por Giancr
https://giancr.com/wp-content/uploads/2014/06/tutorial-de-iluminacion-hdri-lightdome-en-3ds-max-y-vray-ejemplo-01.jpg 564 772 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-06-06 10:37:212021-09-07 18:14:41How illuminate HDRi «Light dome» in 3ds max and VRay? (English)

How illuminate HDRi «Environment» in 3ds max and VRay? (English)

Tutorials, Uncategorized

For this tutorial you need basic knowledge of geometry creation and editing materials.

illuminate HDRi "Environment"

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

1.- Preparing the scene

Welcome to this new tutorial that will explain how to use a HDRi for lighting a scene with 3dmax and VRay.
The basic objects for this tutorial is to create a plan that serves as ground and on it any geometry:

Preparing the scene

but if you want more details on the scene I have prepared one with more geometry (as shown on the picture onset), just download it, unzip the rar and open it in 3ds max.

Download scene

The downloads you need are:

  • A HDRi (HDRi download free)
  • A simple scene or download scene for this tutorial

2.- Loads the rendering engine: Vray

Open the Render Setup (F10 or Rendering > Render Setup…) window in the common tab and assign it as the VRay rendering engine.

We assign the render engine: Vray

3.- Prepare the Indirect Illumination GI

In Indirect illumination activates the On and choose as Primary bounces: the Irradiance Map and Secondary bounces: the Light cache

Prepare the Indirect Illumination GI

4.- Turn the room lights

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4 junio, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/06/tutorial-hdri-vray-environment.jpg 750 1200 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-06-04 08:41:572021-09-07 18:15:03How illuminate HDRi «Environment» in 3ds max and VRay? (English)

How to extend the depth of field of your pictures (English)

Tutorials

With this tutorial you will learn to remove those images from your areas of focus, ie areas where your image is blurred or commonly known in photography as those areas because of the depth of field (DOF) are out of focus.

depth of field

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

This technique is also known as bracketing Focus, Focus Stacking or Focus Blending.

Although this site is aimed at 3d programs (CGI), this tutorial can be applied very well if you want to do with your SLR camera and take pictures extending the depth of field, especially in those photos where you have to get so close to the object to be photographed.

If you want to apply to 3d renders starts from step 1-A, but if you do it with your SLR camera starts from step 1-B; Step 2 onwards is the same for both cases.

1-A.- Focus Bracketing from your 3d program

There renderers by default rendered without depth of field (everything in focus) and this is an advantage, but others as well simulate real life in the handling of light and cameras make believe when rendering depth of field . In some cases not interested in this depth of field and so the first thing to do is a sequence renders shifting the focus (target distance) in the camera, or do not change the position or rotation of the camera.
Depending on your scene and you want to come out focused have to do 3, 4, 5 etc render.
For example: I have this view side scene with 6 objects

3d scene with objects lined up one behind the other

3d scene with objects lined up one behind the other

and I want a final image with objects 2, 3, 4 and 5 focused, as the target of the camera is in order 2 to do I get focused only render the object 2 and blurred the rest.

Render with focus on object 02

Render with focus on object 02

Save this render as objeto02.jpg because then you’ll use it, change the values of the target to be in the object 3, you have a render and save as objeto03.jpg returns to change the values of the target to match the object 4 render and save (objeto04.jpg) and finally changes the values of the target to the object 5, has a render and save (objeto05.jpg).

In total you should have 4 images, remember that the more renders and make distances shorter target extending the DOF will be more accurate.
Download the renders to follow this tutorial and continues in step 2.

1-B.- Bracketing Focus desde tu cámara Reflex

It is advisable to have your camera set on a tripod fits all objects, it is recommended that all photos have the same shutter speed, aperture and iso.

You need to make several pictures with different approaches, for example I have the following composition in row 6 objects over closer and other spaced away, which I want are to focus from 2 to 5 (for this tutorial the object closer the camera is 1 and moreover 6)

Camera objects aligned one after the other

Camera objects aligned one after the other

approach each object can do automatically (if your camera allows it) or manually, just remember to change the focus, do not change neither the position nor the camera rotation begins to focus the object 2 Take a picture, then focusing the third object make him another photo, each object continues until 5. remember you do not have to change the shutter speed or aperture, or ISO.

Focus on object 2

Focus on object 2

In total you should have 4 images, transfer them to the computer and rename them (objeto02.jpg, objeto03.jpg, etc). Download photos for this tutorial and continues in step 2

2.- Upload images

Now what you need to do is stack of 4 images for this we will use Photoshop, this step is valid for other programs, but we do it in Photoshop as the editor best known images (in the end you’ll find a list of more programs that extending the DOF).
Open Photoshop and click on File > Scripts > Loads Files into Stack… menu, a new window opens, click the Browse button … looking 4 images, select them all and Accept.
In the same window brand Attempt To Automatically Align Source Images for the program to make necessary modifications to the respective (move, rotate, etc..) In the 4 pictures that fit perfectly for one over the other as it had been some movement between the box one image to another, whether your images come from 3d renders do not need to check this option.
Hit the OK button, the photoshop starts the process of putting the 6 images in layers one above the other.

cargar-capas

3.- Stacking Focus

Now comes the stacking approach, select the 4 layers

capas-cargadas

go to Edit > Auto-Blend Layers… in the window that appears, select choose Stacking images and consistent color tones, this will make your pictures have the same shade of color, give OK.

fusionaar-capas-automaticamente

Photoshop begins the melting process which takes very little. The end result photoshop creates a mask for each layer of each layer revealing his opinion just what is in focus.

capas-fusionadas

As a final result the objects 2, 3, 4 and 5 are focused:
imagen-final-600x594-del-tutorial-amplia-la-profundidad-de-campo-de-tus-imagenes

Additional notes

In step 2, if the Photoshop already open 4 images in individual windows on the Load Layers window can give the button Add open files and so they are automatically loaded into the window (it will load all the images in the windows that then have open).

If you want to expand your knowledge of the operation of the camera either Reflex or 3D cameras in the tutorial Parameters of cameras and photographic settings explained in more detail each of its major functions such as shutter speed, aperture, focal length, ISO, depth of field, and many tips explained with photos and diagrams.

Besides this focus bracketing technique, other techniques such as exposure bracketing used to create HDR images and Tonemapping in tutorial What is HDRi? and What is LDRI? I extend much more about this technique and its use to create images with high dynamic range.

Tips for users of 3D programs

In step 1-A instead of manually doing the render you can also make an animation with the target, ie every frame put the target with its modified value and rendering animation and every frame is saved as an image sequence. For example if I want renders focused object 2, 3, 4 and 5, at frame 0 put the target match the object 2, frame 1, the target match the object 3, frame 2 I put the target in the object 4, and frame 3 with target object 5, do the render animation from frame 0 to frame 3 and render the image of each frame is independent store, so I have 4 images saved at a stretch.

Tips for users of Photography

In step 1-B instead of making the focus manually there are programs in which you connect your camera to your computer via USB (on the computer you will see the frame of your camera type Live View), will you state from where and to where you want it done focus, then you put the amount of intermediate photos you want and voila, you shoot and the program does the sequence of photos focusing as you indicated. At the end of the tutorial I show a list of programs that do this process.

Here I show you a gallery with images from this tutorial and others as an example as well as some of the programs that make the series of photos automatically

Amplia-la-profundidad-de-campo-de-tus-imagenes

Focused from object 2 to 5

amplia-la-profundidad-de-campo_-secuencia-ejemplo-2

8 images blurred

amplia-la-profundidad-de-campo_ejemplo-2

Focus of 8 images

Download another sequence of images for this tutorial.

REFERENCES

CombineZP (free)
Enfuse (free)
Helicon Focus (payment)
Photoshop CS5+ (payment)
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2 junio, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/05/imagen-final-600x594-del-tutorial-amplia-la-profundidad-de-campo-de-tus-imagenes.jpg 594 600 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-06-02 15:44:572021-09-07 18:15:28How to extend the depth of field of your pictures (English)

HDRi Lighting with LightWave and Maxwell Render (English)

Sin categorizar, Tutorials

HDRi Lighting with LightWave

For this tutorial you need basic knowledge of building materials and geometries

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

1.- Sets the scene

To begin this tutorial you only need to put in the scene geometry (cube, sphere, etc) and a plane that serves as ground to see the shadows cast by the HDR

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_01-prepara-la-escena-basico

or better if you download the scene that I have prepared for this tutorial.

Las descargas que necesitas son:

  • A HDRi (Free download HDRi)
  • A scene (download 3ds max scene 10)

Once you create your own scene or if you downloaded that we have prepared the scene opens with LightWave Layout.

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_01-prepara-la-escena-sphelo

2.- Make Maxwell Render and rendering engine

In the LightWave Layout go to Edit > Edit Menu Layout… or *F10 keys (Alt + F10), you will Configure Menus window

In the column Menus, Main Menu drop down, you’re doing right click on the Render row and you click on Import Branch

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_02-Agrega-Maxwell-Render-como-motor-de-renderizado-ImportBranch

In the window that appears find and open the file MaxwellMenuBranch.cfg is usually in the folder plugins / Maxwell where LightWave installed. Accepts changes to the Done button.

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_02-Agrega-Maxwell-Render-como-motor-de-renderizado-abrirBranch

The following options appear in the Maxwell Render tab (Render, Render Options, …… etc.)

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_02-Agrega_Maxwell_Render_como_motor_de_renderizado_menuBranch

3.- Camera Options Maxwell Render

Go to Windows > Render Globals… or keys ^P (Control+P), a window appears with options render in the same window go to the Cameras tab, choose from the drop down bar MaxwellCamera automatically opens another window with the properties of the Maxwell camera if you do not open, you hit the properties button

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_03-Opciones-de-camara-del-Maxwell-Render

In that window are the common options of any 3D camera (Focal Length, Focus Distance, Exposure Mode, Shutter Speed, F-Stop, EV, ISO, … etc).

Learn how to set these parameters in the tutorial «Parameters of the cameras and photographic settings«, you will also not only serve to 3d cameras but also with the real world..

In Render Globals window go to the Lights tab and uncheck all boxes in the Basic tab.

4.- Add lighting Radiance (HDRi)

Click on Render Options, then Maxwell Render Options window appears, go to the tab where you will IBL HDR. Check the Use Environment box, hit the button and find the HDRi Image.

Como iluminar con HDRi en LightWave y Maxwell Render - Agrega Radiance (HDRi)

5.- Render test

Click on Render. New window (Maxwell Render) opens with many parameters as the engine is not built to Maxwell LightWave, the render is complete when the bar is filled with yellow and shows 100%.

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_02-Agrega-Maxwell-Render-como-motor-de-renderizado_render-de-prueba

As you see it has gone fuzzy (out of focus) and the missing render reflections in the next step will solve that. Closes the Maxwell Render program.

6.- Add reflections Radiance (HDRi)

Back to Maxwell Render Options window in step 4, take the opportunity to change the direction of the lighting, change the Offset U to 180.0, this makes the HDRi rotate 180 ° horizontally.

To add a reflection choose Edit Channel the Reflection option, click on the Image button and find the HDRi with the appropriate resolution for reflections. Like put Illumination 180 ° to it also changes the Offset U to 180.0, so we both lighting and reflection with the same degrees.

Como iluminar con HDRi en LightWave y Maxwell Render – Agrega HDRi para reflejos

7.- Increases quality render

As you saw in the test render quality was not very good, so you have to change these default values, in the same window Maxwell Render Options go to the Generic tab and Render Time increases to 150 with the value you are saying that the render has a duration of 50 minutes maximum, increases the Sampling Level 16, ie is to tell how many interactions will take place in the calculation of the light to find the right solution.

When calculating the render it will start up to one of the 2 values ​​that we have introduced so complete stop even missing in the other.

Iluminar con HDR en LightWave y Maxwell Render - Aumenta la calidad de render

8.- Change the DOF (Depth of field)

Revisit the Maxwell camera options: Windows > Render Globals… or keys ^P (Control-P) in the DOF tab, change the Focal Distance to 412 m, this means that the dotted lines are superimposed on the 3D model we want to focus on. That is, while the more distant the object the dotted lines will be more blurred and conversely those that are closer to the dotted lines will be more crisp.

changes the height of the image to render at 419

Como iluminar con HDRi en LightWave y Maxwell Render – Modifica el DOF Depth of Field Profundidad de Campo

Learn more about these camera options in the tutorial «parameters of the cameras and photographic settings» or how to expand the depth of field? in the tutorial «How to extend the depth of field in your pictures»

Final Render

sphelo-render-final-maxwell-render-lightwave

Note

Default gamma 2.2

By default, the Maxwell is installed and configured to save rendering in gamma 2.2. Check it out in the Maxwell Render Options window, the Generic tab at the bottom of the window is Gamma

Image without depth of field

Maxwell used the camera as a real camera so it is inevitable that some objects often blurred out because of the depth of field. To correct the blur you should apply a technique called stacking Focus (Stacking approaches or bracketing Focus) which consists of a sequence of renders changing the Focal Distance and then coupling said render into one showing the right of each focus. To know more about visit the following tutorial: Extends the depth of field of your images – Focus Stacking.

Change Settings from the window of Maxwell Render

One of the advantages of the Maxwell, is that if you change the Resolution measures, Time, SL, F-STOP, save the render is made from the same window Maxwell Render without returning to LightWave, but even better while making calculation of render can change the Shutter Speed ​​and the next SL you visualize and even when it has finished rendering 100% also change the Shutter Speed ​​and save, this saves much time not having to re-render if you have to change the exposure.

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31 mayo, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/05/iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_01-prepara-la-escena-sphelo.jpg 437 600 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-05-31 15:50:112021-09-07 18:15:42HDRi Lighting with LightWave and Maxwell Render (English)

Illuminate HDRi in 3ds Max and Maxwell Render (English)

Tutorials

For this tutorial you need basic knowledge of creating and editing materials geometries

tutorial_3dsmax_y_maxwell-render

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

1.- Prepare the scene

In this tutorial you will learn techniques to illuminate your scene with a HDRi and need to do the following:

  • one HDRi (HDRi download free)
  • A scene (download scene 3ds max version 10)

The scene is optional because in 3ds max just need to create a simple scene: a geometry and a plane at the base of the geometry so will see the shadows emitting HDRi; but even better if you download the scene.
If you downloaded uncompress and open it with 3ds max.

2.- Sets the render engine Maxwell

Now prepare the 3ds max to work with Maxwell Render for that opens the Setup (F10 or Rendering> Render Setup …) window and assigns the common tab as Maxwell render engine.

Asignemos el motor de render Maxwell

3.- Desactiva la iluminación Sky type

En la pestaña Renderer > Environment Setting desactiva Sky type, esto es para que no intervenga nigun otro tipo de iluminación nada mas que la iluminación del HDR. Esto no quiere decir que no se puedan combinar iluminaciones, pero ahora solo queremos la luz del HDR.

Environment setting sky type none

4.- Active Image Based Environment

In Image Based Environment Background mark and select Activate On, now loaded in the Image field HDRi, this makes it automatically load the same HDR for lighting, reflections and refraction. Later we will see how to control multiple HDR separately.

3.- Activar Image Based Environment

5.- Test Settings

In General setting placed 30 Time (min) with this value you are saying that the render has a duration of 30 minutes maximum. In places Sampling Level 10 means do 10 sampling levels (SL sampling level), is to tell how many interactions take place in the calculation of the light to find the right solution. When Starting the calculation will render up to one of the 2 values that we have introduced so complete stop even missing in the other.

General setting sampling level

6.- Configuring the Camera

The 3ds max camera itself works great on Maxwell as this within the 3ds max does not have own camera as if you have other rendering engines.
Target Distance In 55,25 put this is very important because in Maxwell camera works like a real camera creating depth as accurate to reality field, ie where to put the Target distance will be your focal point and objects as but stay away from this point will be more blurred.
Are below controls Maxwell Parameters for the camera which we will put in Exposure Mode Manual to also have full control of all parameters.

I’ll explain some concepts that you must know to control a camera with Maxwell parameters and are also applied to a professional camera:

Lens

Is the distance in millimeters from the optical center of the virtual camera lens to the focal point of the virtual mirror virtual lens or camera for this scene I used a Lens of 43,456 mm.

F-Stop

Put the value of 8, set this value the depth of field render.

Shutter Speed

Put the value of 2, this parameter controls the shutter speed ie render exposure.

Film ISO

Put it to a value of 100. Photograph in this parameter represents the sensitivity of the sensor, the sensor is the chip fall where light entering the lens and is responsible for capturing the image.

If you want to extend these concepts about photography and 3d cameras I recommend visiting: Parameters of the cameras and photographic settings.

Configurando camera 3ds max Maxwell renderer

7.- First render test

Now do the render (Shift + Q or Rendering> Render), a new window (Maxwell Render) will open with many parameters as the Maxwell Motor is not integrated into 3ds max. Upon completion of the render (top yellow bar 100%) we ended upon reaching Level Sampling we set 10 as the weather just arrived (in my case) to a little over 5 minutes.

Ventana Maxwell Render

8.- Quality adjusting

Now you will focus on the final quality, as you showed in the previous step the Sampling Level 10 was not enough to achieve a good quality, then you have to change and for that in the same window Maxwell Render at the bottom click on the Render Options tab, there are settings Scene, the Sampling Level increase it to 16, the same time keep it to 30 minutes and hopefully it’s enough to be the value of Samplig Level and not the time it reaches the end first. Click on the yellow button RENDER and …

Ajuste de calidad Maxwell Render Sampling Level

… a window appears that gives you the option to start the render from 0 (Start) or continue to calculate where the render finished (Resume), this is a great advantage of Maxwell, of course click on Resume to save the time you got in the first test render. Wait and Done.

MXI output already exists

Final render

Final Render 3Ds max y Maxwell

Note

Then I leave some notes for you to know something more regarding the handling of HDR.

Controlling different HDR separately

In step 4 when you loaded the HDR in the Background> Image automatically loaded for Refraction, Reflection and Illumination, change this and HDR load a different resolution for each one of them is important if you want to have more control for your scene since often the same resolution of a HDR is not used for everything, usually for the pixels in the HDR lighting is lower, a middle-high resolution for reflections and a super high quality for background (backplate).

Change orientation of HDR

In the same window where you load the HDR are options Offset U and Offset V which change the orientation of the HDR, the Offset U rotates horizontally HDR and Offset V does vertically, both values are in degrees ranging from 0 ° to 360 º.

Change Settings from the window of Maxwell Render

One option that has the Maxwell as you saw in step 7 is that if you change the resolution measures, Time, SL, F-STOP, save the render is made from the same window Maxwell Render without returning to 3ds max, but even better while doing the rendering calculations, you can change the Shutter Speed and the next SL you visualize and even when it has completed 100% of rendering also change the Shutter Speed and save, this saves much time not having to render if you have to change the exposure.

Default gamma 2.2

By default, the Maxwell is installed and configured to save rendering in gamma 2.2. Check it in the window of Maxwell Render, the Camera tab the drop Tone Mapping, the Monitor Gamma option.

Image without depth of field

As I had said before the Maxwell used the camera as a real camera so it is inevitable that some objects often blurred out because of the depth of field. To correct the blur you should apply a technique called stacking Focus (Stacking approaches or bracketing Focus) which consists of a sequence of renders changing the Target Distance and then coupling said render into one showing the right of each focus. To know more about visit the following tutorial: Extends the depth of field of your images – Focus Stacking.

Tell me as has been the quality of your render with this tutorial?, Did you know that in maxwell render some take days to complete?

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24 mayo, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/05/tutorial_3dsmax_y_maxwell-render.gif 1065 1734 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-05-24 15:51:542021-09-07 18:15:54Illuminate HDRi in 3ds Max and Maxwell Render (English)

What is HDRi? and What is LDRI? concept and differences (English)

Tutorials
Portada que es HDRi

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

What is LDRI?

Before you know what is a HDRi, I will say that is a LDRI. It’s nothing more than any image we can see on the internet or photos that we have done with a conventional camera and is called Low Dimanic Range image (LDRI or just LDR: low dynamic range) that contains minimal information of light and shadow it is necessary to represent our photo.
A LDRI file is used in websites, slideshows, TV, print, etc., it can be .jgp, .png, .tiff, .bmp, .gif, format, etc..
I will show you an example with the following image:

Underexposure and Overexposure

I have taken a picture and see how the object is closer clearly shows, however what is behind this too bright without coming to appreciate what is good.
I will try to fix this in the next picture:

Underexposure and Overexposure

Now with the same camera I made another picture trying to make the background look good, as in the previous photo was brightly lit, as shown, what is behind the window looks good but our object is closer this very dark.
That area of the first image that is too bright in photographic terms is said to Overexposed, the area of the second photo that is too dark is that it is Underexposed, photos of both the place that looks good is said to properly Exposed
These two photos above lack of light information to look good, the first picture is missing information shadows, the second photo lacks lighting information, so images are low-level information (low dynamic range).
But …. and if we take the two photos only part that looks good and put them together? that’s where HDRi comes in.

So what is Hdri?

As I showed above what is LDRI, the High Dynamic Range image (HDRi) is the opposite, that means it is an image that contai1ns information stored both lights and shadows which is able to capture with a camera photos.
This range is captured with a camera shown in «Steps» and is represented by the acronym EV.
A HDR or HDRi file is the same and usually carries a .hdr or .exr some may be also .raw, .tiff and others.
At present the HDR as such can not be displayed by any monitor, TV screen, or any device that projects images since even these lack the technology to display all the information of a hdr.

Knowing a little about photography

I’ll explain a bit more about photography oriented for HDR imaging. If you’ve ever had a professional or semi-professional camera in your hands you will have seen that there is a photo to the automatic option and the manual option. With the automatic option the camera chooses his values apparently lighting should have our picture and make photo, but this option is not worth to make a HDR. The best way is to take the HDR with the manual option, because with that you can control the EV steps ie can take a series of consecutive shots to capture lighting and shadows.
In photography there is the exposure time (shutter speed) which is nothing but having the control to overexpose, expose correctly or underexpose an image.
If you look behind the viewfinder of a professional camera or semi-professional camera you’ll see something like this:

Camera viewfinder

Camera viewfinder

Among many things, seen in the bottom left a number which in this case is 200 (1/200), this value indicates the exposure time will take your photo, this value you can manually increase or decrease to overexpose or underexpose as you see fit.
Below you’ll see a chart that normally have exposure cameras:

Table shutter speed

Table shutter speed

This table can vary from one camera to another, but in general each value is an exposure time and jump from one value to another contiguous counts as «step» or 1 EV (1/60 to 1/125 is a step or 1 EV and 2 to 4 is a step or 1 EV, etc etc) so we have 1/15 to 8 are 8 EV’s. We can say that there are intermediate values between one step and another, as shown in the photo above the 200 would be a middle of the 125 and 250. Therefore to create a HDRi you need to do a sequence of several shots with different exposure times and then join them into one and get a high dynamic range.

In the tutorial parameters and camera settings I explain more about shutter speed, aperture, distance, focal length, ISO, depth of field, and many tips.

How many Ev’s need to create a Hdri?

If you like this post and want to keep reading the rest of the content, please click on one of the buttons of social networks (facebook, twitter or google+) to show hidden content:


1 enero, 2014/1 Comentario/por Giancr
https://giancr.com/wp-content/uploads/2014/01/portada_que_es_hdri.jpg 393 748 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-01-01 07:30:422021-09-07 18:16:22What is HDRi? and What is LDRI? concept and differences (English)

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