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3DS Max Tutorials - Matte-Shadow Material

by Wendy Huther

How To Create a Matte/Shadow Material In 3DS Max

In this tutorial we are going to use a Matte/Shadow material and the mental ray renderer to create
a scene made from a 2d image background, we will place a 3d object into a 2d scene and apply a
shadow. Matte/Shadow material is used to create special effects. For this tutorial we will use an
image from 3DS Max background maps. Enjoy!

Step 1.

Open 3DS Max, start with a new page and save it in your scenes folder in 3DS Max as Matte_
Shadow

Step 2.

First let's set up the renderer to Mental Ray Renderer.


Click on rendering on the main toolbar or hotkey shortcut F10 on the keyboard.
3DS Max will open by default in the Common dialog, so scroll down to Assign Renderer.
Scanline Renderer is assign by default, we will click on the small square icon and the Choose
Renderer dialog will appear, select Mental Ray Renderer then press OK.

Step 3.

Open the material editor first and leave it open while we prepare the environment map.
Click on Material Editor on the main toolbar or the hotkey shortcut M on the keyboard.

Step 4.

Go to the main toolbar and select Rendering, then Environment from the drop down menu. Or
use the hotkey shortcut 8 on the keyboard and the Environment dialog will appear.

Step 5.

We are going to add an image to the background environment.


Click on the None button under the Environment Map and the Material Map Browser appears.
Select Bitmap then press OK.

Step 6.

The Select Bitmap Image File dialog appears - navigate to the file where you have your image
saved, or use an image from 3DS Max Background maps. To do this, navigate to Local Disc C Program Files- Autodesk - 3DS Max - Maps - Background.
- microwavebackground.jgp

Step 7.

Now the image is inserted into the Environment dialog, the next step is to drag it over to the
Material Editor.
You should still have the Material Editor open if not open it now. Click and hold Environment
Map, drag and release the map into the first material slot in the material editor.
When you release the map the Instance/Copy dialog appears - select Instance.
Notice how the sphere has changed it's shape.

Step 8.

Let's insert the image into the perspective viewport background now.
Go to Views on the main toolbar, then select Viewport Background or Hotkey shortcut Alt b on
the keyboard.
Viewport Background dialog set to:
- Use Environment Map
- Display Background
- Perspective viewport
- OK
Now you can see the full mircowave image in the perspective background.

Step 9.

Go to geometry, and under Standard Primitives select plane.


Drag a plane across the grid in the perspective viewport.
Don't worry about the exact length or width we will modify it later.

Step 10.

Go to geometry geometryand select Teapot.


Drop the teapot on the plane in the perspective viewport.
- Radius = 35
- Segments = 18
Select the Rotate tool on the main toolbar and rotate the teapot slightly in the Top viewport.

Step 11.

We can insert the teapot into the microwave just as it is or we can add a bit more realism to the
image by placing a plate under the teapot. Let's work in maximize viewport to create the plate.
Click any where in the front viewport then the Maximize Viewport toggle or you can use the
hotkey shortcut Alt W.
Use the Select & Move tool to raise the teapot, we need to have a bit of a separation between the
teapot and plane to work.
We are going to create a plate with a line then use a Lathe modifier, in the next step.

Step 12.

Go to Shapes shapes, select Line.


Click the first vertex (the first vertex is always yellow) under the teapot, right in the center and
drag the line to the side, click to leave an other vertex and lift the line up this will create a little
bit of shape, click again, drag the line down and return to the center inserting the the same a
mount of vertices, right click on the last vertex to finish the line.

Step 13.

Let's modify the line before we add the Lathe Modifier.


Go to the Modifier, and select vertex.
First with the Select & Move tool, move the first and last vertex, so they are exactly above one
an other.
There are several ways to smooth the vertex corners we will use Fillet.
Press Fillet then click on one vertex on the corner, hold the mouse and move slightly, an extra
vertex appears and you are left with a smooth corner, repeat the Fillet operation on the other
vertices.

Step 14.
Go to the Modifier List and select Lathe Modifier.
Set Parameters to:

- Weld Core
- Flip Normals
- Segments = 24

- Direction - Y
- Align - Min
In the next step we will convert the object to an editable poly.

Step 15.
With the Select & Move tool lower the teapot and the plate so they are positioned directly on the plane.
Select the plate, right click and select Editable poly from the drop down menu.

Step 16.
Go to the modifier List and select TurboSmooth Modifier.
Set Iterations = 2
Now the object should be perfectly round and smooth.

Step 17.
Let's go back to using all four viewports.
Click on Maximize Viewport toggle or you can use the hotkey shortcut Alt W.
Look at the perspective viewport, the plane is spread over the grid, the plate and teapot are resting directly on the plane, and the microwave
is in the background.
Click anywhere in the perspective viewport to activate it, use the Zoom tool or the middle roller on your mouse to zoom in slightly and slowly,
use the Pan tool to move the objects so the plate fits inside the microwave.

Step 18.
On the main toolbar select the Rotate tool, then in the perspective viewport rotate the plane on the Z axis (the yellow circle on the rotating
gizmo)

You can go back to the parameters of the plane and adjust the length and width, and in the top viewport adjust the position.

Step 19.
The Matte/Shadow material is used for special effects, we will apply the material to the plane, add a light with a shadow, the plane will
become invisible when rendered, and the shadow will still be visible. )
Select Material Editor from the main toolbar or press hotkey M .
Select the second material slot, which is just a normal standard gray material.
Press Get Material, the Material/Map browser will appear, double click on Matte/Shadow to insert it in to the material slot.

Step 20.
The Matte/Shadow material is inserted into the second material slot, now click, hold and drag the microwave map from the first material slot
and release it into the map slot of Camera Mapped Background in the Matte/Shadow/Reflection Parameters.
When you release the map the Instance/Copy dialog will appear, select: - Instance
Notice how the Matte/Shadow map now has the microwave background map.

With the plane selected in perspective viewport press


Assign Material, or hold and drag the material and release it onto the plane.

Step 21.
Let's render, go to the main toolbar select Render.
Notice the plane is not visible and we can see the bottom of the 2d image perfectly. If your scene is not quiet like this then you can use the
Pan, Zoom and Orbit tool in the perspective viewport to adjust the position of the plate. (It might take a bit of practice)
Next we will add some lights.

Step 22.
Go to Lights - Standard - Skylight
Click anywhere in the perspective viewport to drop the Skylight

In Skylight Parameters set - Multiplier 0,4


Next we will insert an omni light and adjust the shadows.

Step 23.
Go to Lights - Standard - Mr Area Omni.
In the Top viewport drop the Omni light in the center of the teapot, then in the Front viewport move the Omni straight up.
In the next step we will set the light parameters.

Step 24.
In the General Parameters set:
- Shadows - ON
- Ray Traced Shadows
In Intensity/Color/Attenuation

- Multiplier 0,5 (Light intensity)


In Shadow Parameters
- Dens 0,7 (This will lighten the density of the shadow)

Step 25.
Nearly finished, we will add material to the objects.
Open the Material Editor
Select the third material slot, press Get material the Material/Map Browser will appear, this time choose Arch & Design.
Arch & Design have some very good prepared materials. From the drop down menu select:
- Glass (Solid Geometry)
Apply the glass material to the plate.

Step 26.
Now in the forth material slot insert an other Arch & Design map, then from the Arch & Design drop down menu select:
- Pearl Finish
Click on the gray default color and select White from the Color Selector Diffuse dialog and apply the material to the teapot.
There is just one more thing to do...

Final Render
Render. If you are satisfied and save your image.

I have tried to make this tutorial as easy to follow as possible for beginners, try using the same technique with other 2d images. Enjoy!

3DS Max Tutorials - Boolean Operation


by Wendy Huther

Boolean Operation - Creating A Match Box


In this tutorial we are going to create a box of matches by creating several boxes and using Boolean operations to subtract the insides of the
boxes. Boolean operations are very creative and fun to use. Enjoy!

Step 1.
Open 3ds Max, start with a new page and save it in your scenes folder in 3ds Max as Boolean Box

Step 2.
We will start by creating a box, in the geometry panel select Box and drag it out in the front viewport, set the parameters to:.
Length = 160
Width = 265
Height = 50

Step 3.
Right click the mouse on the box and from the drop down menu choose Convert to Editable Poly.

Step 4.
We will chamfer the sharp edges on the box, but first rename Box to Matchbox, then choose Edge from the Editable Poly.
Press and hold the control key on the key board and select the long side edges, press the small square button beside Chamfer, set Chamfer
Edges to:
Chamfer Amount = 1,0
Segments = 1
Press OK

Step 5.
Create a second box, in the geometry panel select Box, drag the box in the exact same position as the first box in the front viewport.
Set the parameters to:
Length= 155
Width = 295
Height= 45
Fillet= 4
This box is slightly thinner and longer then the Matchbox. Situate Box 2 in the center of the Matchbox, as this box will be used to subtract the
shape for the inside of the matchbox.

Step 6.
On the geometry panel behide Standard Primitives choose Compound Objects.

Step 7.
Before you do anything select the Matchbox, scroll down the panel, in Operation activate Subtraction (A-B)
Press Pick Operand B. Now carefully click on Box 2 in the Perspective viewport.
Box 2 will disappear and the Matchbox will have the exact shape of Box 2 subtracted.
Right click the mouse to turn off the Boolean.
You can see how the Boolean Operation works, we will repeat these exercises to create the Inside Box.

Step 8.
In the Top viewport drag Box 3
Length = 152
Width = 260
Height = 43

Situate the Box 3 in the center of the matchbox. This will be the Inside box, click on the modify button and change the name to Inside box,
then move it to one side, this will create the open box effect that we are looking for.

Step 9.
In the Top viewport drag Box 4
Length = 147
Width = 255
Height = 50
Situate Box 4 in the middle of the Inside box. This box is slightly thinner,shorter and higher then the Inside box.

Step 10.
Select the Inside Box, go to Boolean, then press Pick Operand B, carefully click on Box 4 in perspective viewport.
The exact shape of Box 4 will be subtracted from the Inside Box.
Right click the mouse to turn off the Boolean.

Step 11.
We just need to create one more object to finish the matchbox, in the front viewport create a box with these parameters:
Length = 43
Width = 255
Height = 1
Situate this box on the side of the Matchbox.
We will create one match stick, then use the Clone/Copy to create as many matches as we like, also we can spread a few matches around
the scene.

Step 12.
In the front viewport create a box with these parameters:
Length = 9

Width = 240
Height = 10
Next create a Geosphere with these parameters:
Next create a Geosphere with these parameters:
Segments = 16
Geodesic Basic Type = Icosa

Step 13.
With the Geosphere still selected right click the mouse and choose Editable Poly from the drop down menu. Choose Vertex then scroll down
the panel to Soft Selection.
Turn on - Use Soft Selection
Turn off - Affect Backfacing
Fall off = 10
Pinch = 0
Bubble = 0
In the top viewport Carefully select the first few side rows of vertices of the Geosphere. Notice that the selected vertices turn red and a
rainbow of colored vertices appear behide them. Watch this next step carefully.

Step 14.
Drag the selected vertices a long the X axis, notice how the colored vertices stretch to form a soft oval object.

Step 15.
You can add the material to your matchbox, match head and stick then select both the match head and the stick click on Group on the main
toolbar and choose Group, name it match stick. Clone copies, situate them in the matchbox and add a few to the scene.

In this image I applied a Editable Poly to the matchbox, selected the top poligon and added a photo to the top of the box. Enjoy!

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