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This tutorial describes how to set up a scene in 3dsmax with ice cubes and a puddle to create caustics using Vray. It involves creating the geometry of ice cubes and a puddle, adding materials, setting up lighting with a spotlight, and rendering settings to enable caustics. Test renders are shown with and without an environment map to lighten the scene.
This tutorial describes how to set up a scene in 3dsmax with ice cubes and a puddle to create caustics using Vray. It involves creating the geometry of ice cubes and a puddle, adding materials, setting up lighting with a spotlight, and rendering settings to enable caustics. Test renders are shown with and without an environment map to lighten the scene.
This tutorial describes how to set up a scene in 3dsmax with ice cubes and a puddle to create caustics using Vray. It involves creating the geometry of ice cubes and a puddle, adding materials, setting up lighting with a spotlight, and rendering settings to enable caustics. Test renders are shown with and without an environment map to lighten the scene.
Setting up the scene - The ice cubes Reset 3dsmax and in the top viewport create a ChamferBox with the following dimensions: Length: 95 Width: 95 Hight: 0 Fillet: 1,5 Length Segs: 10 Width Segs: 10 Hight Segs: 10 Position the box at -54, 153, 0 for the x,y and z coordinates. Add a Taper modifier to the box and set the taper amount to -0,25. Add a Noise modifier, turn on fractal and set the x, y and z strength to 15 and collapse the stack. Convert the mesh to an editable poly and rename to ice cube01. Create a copy of the ice cube, scale down to 80% and centre it to ice cube01 using the align tool. Select both cubes and group them. Rename group to ice cube #1. Make two more copies and position the cubes. Enter the following values: Group name x y z ice cube #2 18 62 50 ice cube #3 78 -32 51 In the top viewport rotate ice cube #2 45 degrees around the z-axis. In the left viewport rotate ice cube #3 100 degrees around the z-axis then move 7 units down the Y-axis. In the top viewport create a plane 3000x3000 units and add a UVW map modifier to it. Position the plane at 300, 300, 0 (x,y,z). Next, using the Line tool, trace out the contour of the puddle (Be creative). Add an Extrude modifier with an extrusion of approximately 5 units. Place the puddle just above the plane. Setting up the spotlight and camera In the top viewport create a camera pointing towards the icecubes and a target spotlight pointing towards the back of the icecubes. Position the camera and spotlight accordingly using the following values: X Y Z Camera -284 -163 265 Camera.Target 80 86 0 Spotlight 91 305 239 Spotlight.Target 19 51 0 Click the spotlight and in the Modify panel turn on Shadows. From the pulldown choose VRayShadow. Scroll down to VRayShadows params, tick Smooth surface shadows, Area shadow and select Box. Switch to your Perspective viewport and hit the C key to bring up the camera viewport. Go to > Rendering > Render... Change the Output size to 70mm Panavision (Cine) and exit. Return to your camera viewport to Show Safe Frame by right clicking on the viewport name and selecting it from the menu. Your viewport should look something like this:
Wireframe image Setting up Vray materials Click Slot #1 and select the Standard button to bring up the Material/Map Browser. Select VRayMtl from the list. Under the Basic Parameters change the IOR to 1,31. Click the button next to the colour swatch for refract and select Falloff from the Material/Map Browser. In the falloff parameters select the first colour swatch and change the colour to 240,240,240 (RGB). Name this material 'ice' and assign it to the 3 cubes. Copy the ice material from Slot #1 to Slot #2 by dragging and dropping. Change the IOR value to 1,33 and rename this matierial 'water'. Assign it to the puddle. Click Slot #3 and select a VRayMtl. Click the button next to the Diffuse colour swatch to bring up the Material/Map Browser. Select Bitmap from the list and click OK. Browse to your Maps/ArchMap directory in 3dsmax and choose 'Woods & Plastics.Finish Carpentry.Wood.Red Birch.jpg'. Set the U-tiling value to 20. Scroll down to the Output rollout and change the Output Amount value to 0,9. Click the Go To Parent button, click the Reflect colour swatch and change the RGB values to 15,15,15. Assign this material to the floor. The render Go to Rendering > Render... If you haven't set VRay as your current renderer, scroll down and click the Assign Renderer rollout to open it. Click the button next to Production and from the list choose the VRay renderer. Click the Renderer tab and open the VRay:: Image sampler (Antialiasing) rollout. Turn on Adaptive subdivision. Turn on Global Illumination under VRay:: Indirect illumination (GI). Turn on Caustics and set the Multiplier to 2, Search distance to 1 and Max photons to 60. Under VRay System:: click the Light settings button, select the spotlight and tick Generate caustics. Set Caustic subdivisions to 1500 and the Caustics multiplier to 75000. Make sure the Camera viewport is selected and render the scene. You'll end up with something like this:
Background colour set to black no environment map
Now the above scene doesn't look that bad but I wanted to lighten it up, so this is what I did. Open the Material Editor and Go to > Rendering > Environment... Tick the Use Map, click the None button and choose Gradient from the Material/Map Browser and click OK. Drag and drop the Gradient Map to Slot #4 in the Material Editor. Select Instance when prompted. Choose Spherical Environment for the mapping coordinates. Scroll down to Gradient Parameters, click the first colour swatch and change this to a light yellow colour. I used 255,254,230 (RGB). Copy this to the second swatch and change the RGB values to 255,255,243. Leave the third swatch to pure white. Render the scene again. You should end up with this:
Using a gradient environment map If you have any questions or comments on this tutorial please email barco@wanadoo.nl. If you would like to submit a tutorial please email it in a Word document (with pictures).