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In this 3ds Max tutorial we¶re going to create a 3d water surface that could be a lake, a sea, or an ocean. The 3d water is illuminated with the Daylight system. It might sound
complicated but it¶s actually pretty simple (at least in 3ds max 2010) since the default settings work so well
( Rendering > Render Setup« > Common tab > Assign Renderer > Production ).
Oc ôength: 500
Oc Width: 500
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Activate the Perspective view and press C in the keyboard to activate the Camera view.
2.c Select the ocean plane and assign the material to it.
3.c Select template from the drop-down list: Water, Reflective Surface
Daylight ) in the top viewport. A new dialog appears. 3ds Max suggests that you use mr Photographic Exposure Control with EV=15. Just click YES. ( If the dialog doesn¶t appear,
apply the setting manually (Rendering > Environment« > Exposure Control )). Modify the following parameters of the Daylight:
Oc Daylight Parameters
Oc Sunlight: mr Sun
Oc Skylight: mr Sky(A new dialog appears. 3ds Max suggests that you use mr Physical Sky. Just click YES. If the dialog doesn¶t appear, apply the setting manually
( Rendering > Environment« > Common Parameters > Background > Environment Map ))
Oc Position: Manual ( this setting allows us to place the sun manually, instead of using real world location and time )
c Place the daylight so that it shines straight from the top like in picture below.
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Step 6 First Render of the 3D Ocean
We have the ocean and the daylight system so it¶s a good idea to check how the rendered image looks like. Your image should look similar to picture below. In the background
you see the mr Physical Sky environment map which was added automatically in the previous step. The brown line represents the ground in the background map. Thanks to
Metal Ray¶s lume shader the plane looks like and 3d ocean already. However, there are some things I¶d like to change:
Oc Smaller Waves
Oc More blue and saturated colors to both ocean and the sky
Oc Horizon
Oc Height: -0,1 ( you might need higher value. It depends on your camera angle. )
Oc Click on the (Ocean (lume)) shader and make the following changes:
Oc ôargest: 2,5
Oc Smallest: 0,12( These values change the size of the sea waves )
c
Oc mr Sky Parameters
Oc Red/Blue Tint: -0,1 ( changes the hue of the light and sky )
( Notice that the default colors were more realistic, these color changes are purely for artistic reasons ; )
Oc Minimum: 4
Oc Maximum: 64
Create a Torus Knot ( Create panel > Geometry > Extended Primitives > Torus Knot ) to see how standard objects look in the water. Go to the Modify panel and apply the following
parameters:
Oc Base Curve
Oc Radius: 23
Oc Segments: 300
c Cross Section
Oc Radius: 2,5
system changes color and intensity based on the angle of the sun. ( you might want to decrease the sampling values ( Minimum: 1/4 and Maximum: 4 ) temporarily to speed up the
rendering ).
Tip: you can see the sun and illumination before rendering the image if you do the following:
Oc Go to viewport background settings ( Views > Viewport Background > Viewport Background« ) and apply the following settings:
Oc Show Background: ON
Oc Red/Blue Tint: 1,0 ( changes the hue of the light and sky )
Glare ) Just turn the output shader on, the glare shader should be selected by default.
Tip: If you¶d like to adjust the Glare shader you can just drag and drop it into a material slot in Material Editor (make sure to select ³instance´ when asked ) and adjust it there. Make
Tip: Another way to adjust the sun glare is to drag and drop µmr Physical Sky¶ ( Rendering > Environment« > Common Parameters > Background > Environment map ) into a material slot in
Material Editor and adjust it there. ( Make sure to select µInstance¶ when asked. )
Oc Aerial Perspective
c mr Sky Parameters
Oc Multiplier: 3,0 ( increases the intensity of the sun to shine stronger behind the haze. You might need to use different value depending on the angle of the sun )
Step 15 Color Correction in Photoshop
I¶ll do some color correction in Photoshop to make the image more dramatic:
Oc Brightness: -10
Oc Contrast: 70
from it. Select the Daylight, go to the Modify panel, and apply the following parameters:
Those values are well suited for subtle changes but now we need a radical change so we¶re going to change the mr Photographic Exposure Control settings ( Rendering >
Oc Image Control
Create a sphere ( Create panel > Standard Primitives > Sphere ), go to the Modify panel, and apply the following parameters to it:
Oc Radius: 0,3
Open Material Editor ( Rendering > Material Editor« ) and create a new material for the sphere:
1.c Click µGet Material¶ button and select (doubleclick) µArch & Design (mi)¶ from the list.
Oc Diffuse
Oc ôuminance: 1000
We¶ll create standard lights so we should change the mr Photographic Exposure Control settings ( Rendering > Environment« > mr Photographic Exposure Control ):
Create a standard Omni light ( Create panel > ôights > Standard > Omni ), go to the Modify panel, and apply the following parameters to it:
Oc Multiplier: 20
Oc Decay
Oc Start: 10
Place the Omni to the middle of the sphere. Now one light source is ready. Make several copies of it and move them around.
Finally we¶re going to create a stronger glare to the moon and the spheres by modifying the glare shader:
Oc Drag and drop the Glare shader ( Rendering > Render Setup > Renderer > Camera Effects > Camera Shaders > Output > Glare ) to an empty material slot in the Material Editor ( make
Oc In Material Editor, change the Spread value to 4. ( this makes the glare stronger )
Darken the moon to create a little more convincing image. Select the Daylight, go to the Modify panel, and decrease the multiplier value of the Daylight system:
Oc mr Sky Parameters
Oc Multiplier: 1,5
Render the image and you should get something like picture below.
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Step 13 Color Correction in Photoshop
You probably guessed it. I¶ll do some color correction in Photoshop to make the image pop:
Oc Brightness: 15
Oc Contrast: 80
Oc Hue: -8