Transcripts
1. Introduction: Salam aleikum. My name is Sweetie Ma talkin. I am the CEO off exposed Treaty and blasted court Game studio. I am also a lecturer in sufferer universities here in Indonesia. My main focus is in computer graphic disciplines These cars is the continuation off the previous scars, which is three ds max for beginners three D modeling fundamentals. If you are a beginner, I strongly suggest that you take the previous cars before enrolling to this one. For those of you who already familiar with three D modeling using three DS max, you're more than welcome to join. Of course, in his online course, we're going to model and interior scene from scratch. We going to start modeling from the main Drew model, the floor, the wall, the ceiling doing though, etcetera. After that, we're going to move on toe fixed for teacher on, such as tiffy cabinet, then the loose furniture such as the sofa, the coffee table, the floor lamp and so forth. After modeling, we're going to learn about the basic concept off material texture, you fi mapping and lighting. Using a new G, I render engine called Corona. You might be asking why use krone Renner. Well, the short answer is because Corona render is amazing. It is super easy for anyone to start learning. The price tag is not expensive, yet the rendering speed and quality off it is just fantastic. We're going toe, create every material in our project seen one by one. Then we had lights into it. And after rendering, we're going to discuss some post processing techniques with for a shop, we're going to add background at some glow effects and other stuffs in photo shop. This is the image off our final project, and I will guarantee in Charlotte that you'll be able to create this image. If you follow all of the lessons in this course step by step, that is all from me. I hope this online course will be beneficial for you or Salam alaikum.
2. About the project: we are now in the section off our final project lessons. The final project we're going to create. It's an interior scene, which is a modern living room. Often apartment. This project will be covered in many videos where we create everything step by step and also learn how to import existing objects onto our scene. We're going to model the basis off the room, which are the floor, the walls and the ceiling. Then we're moving on to the fix for nature, like the wing go the door tiffy cabinet. And then we move on to do loose furniture such as a coffee table, the so far for lamb, etcetera. We didn't goingto at material set up light and render them out. Now we'll be covering a rendering engine called Corona. In this final project, you might be asking, why use Corona? I answer this question in the introduction video about Corona. Lastly, you can download the entire necessary file for this project in the download section, so just be sure to check them out
3. Modeling the room: as always. Before we do any more dealing, make sure we set the system. You need to centimeter and let's start by creating a simple box. Like so. The room that we're going to create is eight meters by five meters with three meters ceiling hate. So let's make the length off our box. 800 centimeters, the weight toe, 500 centimeters and hate failure to be 300 centimeters. Then move our box to the Santa. Okay, remember our lesson about back for schooling when we're doing any type off interior modeling? We always want to see the inner sore face off the Ramada and at the outer sore faces. To do so, we can right click and choose object properties and set this back face cooling on now toe flip the normal off our surface. Apply a normal modifier. So now the surfaces are facing the inner area and not the outer area. Next they'll separate the objects so we can walk with floor, wall and ceiling independently conferred the object Creditable Bali. Select this Polly guns off the wall on. Then detach it and name it Wall. Next, Just the ceiling polygon. Detach it A name it ceiling last one. We do not need to detach it. Simply name it floor. Okay, now we have them separated. We're going to focus on the floor and a plane object first. So So, like the floor object and choose I solid selection. Now we need to create a rectangle base off this floor to create the plan, using therefore profile modifier. To do that, we can use a feature that can generates plying from irritable Polly ages. First go toward remote. It's like the border and click these create shape from selection button, name it planned and just linear. These will create straight segments on the spine. Now we click OK to DS. Max will generate a spine based on our border selection. Now exit from the subject mode and go toe front few port and zoom in to create displaying profile for the plane. The plane should have 10 centimeters. Hate submission to create the profile not larger from this greed. Use the line tool and start with the point where the best splints will be clicking here and then in here and so on. So we have shaped like this After that, we can name these BP underscore plane. Now the BP is actually stand for before profile. It's how I used to name all of the profile in my scenes to make it easier later when we need to search the objects. And then let's select our Baseline and Advair full profile modifier and big the profile. So we have something like this. Now let's move on to the ceiling. Firstly, I saw it the ceiling object and then we select these two ages connect and pinch it so it's closer together inside them, so it's closer to the curtain area. Now go toe polygon mode. So, like this polygon on extruded 30 centimeters. Now we're going to create the ceiling ornament at this area. So, like the polygon and inside it for 100 centimeters, select the inner area and extruded minus 10 centimeters. Beverly, without the head fail. You just used the outline and said it about 20 centimeters. Now extruded again, then centimeter. Now we have finished the ceiling, the drop ceiling and the ceiling or no men in here
4. Tips on object color: before we move on. First, let us discuss some tips on how we can set our colors so they look better in a few parts and much more confortable to work with. First is the objects color notice by default. Three. Ds max. We generate random color each time we create a new object. This color is not material color at all. It is called the objects color. This color better minds the color off. The object went in wire frame mood and also in age faces Eastern on When there are no materials apply to the object. This color will be used as a temporary material color to change the objects color. We can go to modify panel and click on this color box and use any color that you like. Then click on the OK button If we want to. DS Max To use only a specific color and not creating random colors, it's time new object is created. We can go back to the objects color picker again and turn off this. Apply random colors Option. Down here, too, is the color that you want to use and hit the okay button. Now notice. When I create new objects Treaty s mix will only use this color and are generating random colors when modelling an object sometime. I prefer to see the world from color in black and the surface color to light gray. We can achieve this look by making the car off the object toe black, as you can see now, not only the wire frame, but also the surface becomes black. Next, we need to assign light gray color material to the object. I know we haven't discussed material yet, and all of this will make more sense later when we discuss material for now, just open the material editor by click and hold this button. Choose the top one click and drag this default material to our objects. So are objects. Now use the great color from the material to control the surface color. This is not something that you must do. And if you prefer to work with only objects color and that is totally OK. I'm showing this simply to answer possible questions about how it's my objects color different from the ones that you have in your computer
5. Modeling the window: Now we're going to focus on the wall area where we are going to create the window, the door and some other adjustment to fix the floor and the plane. First we select this polygon and detach it and name it all front. Now let's select these two ages and connect setting. Choose to for the segments. Okay, Now we select one off these and turn on treaty snapped. All right, click on it and make sure it is said toe FairTax and that enable axis constrain is turned on now. First movies. So it snapped the corner. Then use the offset mode and type in minus 50 centimeters in the X coordinate. This will make sure the distance between this line with this corner is 50 centimeters. Now we're going to do the same with this one. Snap it to the corner first and type in 50 centimeters in the X axis. Co ordinate next. We're going to set the hate off the window and its base first select these ages connect measure. We create two ages in here and then select this h lube and go toe Absolute. According at mode said the Z to 50 centimeters, then It's like the upper part each loop and said it toe 270 centimeters. Now Sander Levin a coin and go to the isolation mode. So, like the middle polygon and extra days minus 20 centimeters, make sure the center polygon is still selected. Detach it a name it we know frame. Then we actually the subject and select this object while pressing Shift Click directed Why direction and to Skopje and said the number off copies toe to these two will create the frame objects, and this one is for a glass off jack later. Now select these three objects and I saw it selection again. Go back to our window frame object. So, like the polygon on extruded 20 centimeters, delete the center X itself object mode and add shell modifier and said the inner amount toe seven centimeters. Don't forget with an on strengthen corner down here. Next, we're going to add frames to our window, so select these two ages. Connect with two segments, adjust them as you please. Now, while these ages are selected, click the ring button and use the connect setting function said the segments toe only one and adjust the slide like so now. So like this, too and hit. Look after all of the selected, I use the term for a function and said the amount toe 2.5 centimeters now. So, like this Polly guns and hit the lib next we had shell modifier said. The inner amount to seven centimeters, then move it in about this position for a glass object just at shell, Modifier said. The inner amount toe one centimeter nam this object glass. Go back to window frame, object and attach the other frame object. So now it is one object.
6. Modeling the door: for the door. Select wall. Select these two ages. Connect them with one age and chum for it with 50 centimeters using jumper. When we said toe 50 centimeters, the result will be doubled. So the weight off the door now should be 100 centimeters wide. Max, select this for ages and connect wit 18 and then said the head toe 220 centimeters. Now we want the door. Distance from these corner is one meter. So select these two polygons and then hit the lock selection button down here so they always be selected. Then turn onto the snap and snap this for tax to this corner. Used the offset mode again and type in 100 centimeters on the Y court in it. Now that the basis set up, we select this polygon and extra date minus 15 centimeters. While this polygon is still selected, Detach it and name it Doorframe Notice The extra operation has created this unwanted polygons down here. Selected and hit the delete button. Now select the doorframe object center the pivot point. Okay, then hold shift and move this to the back. Sell a copy and simply name it door, select both off this door objects and goto isolation mode. Select the frame objects polygon extra rate, 15 centimeters and then to lead the polygon and also the polygon down here at Shell Modifier and said the inner amount to five centimeters. Remember to turn on this strengthen corner down here as always. Now go to the door, object and move it to be around here to create the handle, create a box with auto great check box. Turn on, create the box around here changed the Z co ordinate Toby 100 centimeters set the length Toby 60 centimeter do with toe four centimeter and hate toe eight centimeters, then converted toe irritable Polly object. Select these three polygons and in fort selection. Then believe them. Go to the top level mode and at shell modifier said. The inner amount toe, three centimeters exit isolation mode. And now our door is finished. But as we can see, the plane down here is blocking the door, and also the floor is not extending enough to call for the area under the door. First, let's fix the plane so like that and go to the base object in the modifier stack, select the for tex mode. Zoom in and make sure we are in wire free mode so we can see this. Better refined this area with additional Forfar theses. Make sure all of this for Texas, our corner type nose like this for tax and snap it to the doorframe corner. And this one also go to the h mode and move these all the way to disposition and snapped. These two fertile sees so they make good 90 degrees straight lines. Now when we go back to the top modifier and go to the shed mode again, we can see it's not blocking the door anymore for the floor beneath the door. Turn off the three D snap first. Okay, now we can select this age and press shift while moving it along minus X axis. So we have extended floor and close the gap under the door. Now our room model is finished
7. Creating the curtains, photoframes and downlights: to create the curtains. First, go to the top few part and go toe. Create piano line. Make sure both off initial type indirect type are said to corner, as we will be aiding norms later to smooth out the curtains. Now let's draw the curtains like this. Make sure the death off it is no more than 20 centimetres. Okay, now we need to create the 2nd 1 Just create down here so they should have roughly the same weird after finished movie to the right side and attached. The life forms are now. They belong to the same object. Center out the pivot point now at extra modifier and said the amount of three meters. Right now, the curtain is very harsh, and we can add norms to it by ending turbo smooth modifier. Next, we're going to create the photo frames using before profile and then attaching them to the wall with normal align. Create a rectangle with size off 70 centimeters length and 50 centimeters were. Go to the front few port and create the profile. Make sure it is less than four centimeters thick. Okay, now select the base frame again and at before profile modifier and pick the profile we create before Conforto habitable poli. And we can delete the profile now as we don't need it anymore. So, like the inner polygon and inside it about five centimeters, like so we know half one photo frame created. Now let's put this on wall, click the line normal function and then click on the base or face. Now, if you get the few port so we can see the wall to face and click on that wall, make you hate to be around 160 centimeters. Name this object photo frame 001 Later, we're going to duplicate a Mac three off these on a wall. But after eating the material first to reduce the extra walks next, we're going to create the down lights for us. Select the ceiling and start isolation mode now in the top few port. Create a cylinder with six centimeters as the radius, one centimeter for the hate and one for the head segments and said the sites to 24 now confirmed the cylinder toe inevitable for the object and select the bottom part off the polygon and scary down next extruded minus 0.5 centimeters to fix this morning group. Just like all of the polygons and hit auto. Smooth down here. Name this object down light 001 Okay, basically, the model is finished and we can move this to the drop ceiling. You seemed a line normal again. Later, we're going to call on these down lights to spread across the room with after aiding material to it first. So let's just leave it like this for now.
8. Modeling the TV and the cabinet: in this video, we're going to create the leafy and TV Cabinet. Let's start with the Cabinet. First, let's create a box. I saw its elation and said the length toe to 150 centimeters. Do with and hate are both 50 centimeters and then confronted toe irritable Upali object. Now let's like this polygon, this one and this one. Detach it and click. OK, now those three polygons are inside another independent object. Select these through polygons and lit. So now only one party gonna laugh in this object, which is this one except the subject mode and choose this object. Now move these ages to this direction approximately at the center, off the original box. So, like all of the phone ages and move it to back about 10 centimeters. Now let's add shell modifier said the inner amount to 10 centimeters and the outer 20 Remember to turn on straight and corner so the thickness off the shell are uniform across the surface. Now let's focus on this box again. Turn on three D snap, make sure the for tax is on and the access constraint is also on now. So, like this age and movie down. So it's a line with this for takes the bottom for tax. Need to be a line also. Okay, Now go to border mode select. And while pressing, Schiff direct the border to this position in here, then kept a close. The hole now so like these ages and connect them with two ages. Then select these three polygons and instead it two centimeters set a grouping toe by polygon. So they inset independently, extort them toe centimeters. Name this object if he can be not bottom and attach the spot. So now they have become one object. The rest step Pick this polygon and bring these two disposition so it looks stronger and more stable for the upper cabinet. It will be the same process. But use a base object with with and hate or 40 centimeters. The length should be the same, which is 250 centimeters. I believe you can do this by yourself, so I will skip the process from recording. You can create the upper one with your own style and modification if you want. Oh, okay. Now that we have the upper cabinet finished notice, it only has two drawers and a shelf in the right side. I name it if he came in a top. Now we're going to create the tiffy. Creating the TV should be simple. Stop with the box and said the with toe. 145 centimeters The length toe 2.5 centimeters and the hate toe 80 centimeters. Conforto irritable Polly and select the center polygon. And instead it two centimeters, then extra date minus 0.5 centimeters. Okay, now we move on to the back off it, Bevel it like so And then Beverley it again. Just use approximation for the before sizes as we will not see the back off it in our final rendering. Anyway, Name this object TV. Let's exit isolation mode. We can use the top few port so we can see the surface penetration better and move the cabinets to this location For the TV, we can do the same. We can use a line, a normal align, but I'm going to just eyeball it for now. Okay? The TV and the cabinets models are done now
9. Modeling the sofa: in this video, we're going to create the sofa first create a box and an active it isolation mode. Now make the box 250 centimeters length, 90 centimeters with and 80 centimeters Hate. Now, we're not going to model the so far from this box, But we're going to use this box only for measurement reference. So after we center it, right click, then shoes, object properties, go to General Tab and check display s box option. This will make the box as a box wider frame. Next, we want this book to be locked in space. To do that, you can goto hierarchy menu Lincoln for and turn on all of these locks. These we make the box lock so we won't move them accidentally. Okay, After we have this size, reference it up. We're going to create the so far by creating a chance for a box force. Could he get the challenge for box and said the failures in the modify panel set the length toe 250 centimeters, the with 20 centimeters, the hate to 80 centimeters the filet toe three centimeters and then said the length segments toe eight with segments to tree and hate segments toe six. Then feel Essig men's toe to center it and adjust the X coordinate so it's in the back position off the sofa now at symmetry modifier the non angle snap and access the mirrors of object more off the modifier and rotate it 45 degree and then move it a bit. So we have clean corners now comfort this object back toe irritable pally and knows we have long, um, rests and less white sofa. So go to the fact checks mode and select all of this for Texas and move it so it's back to the left side, off the reference box. Then select the polygons in this part and the Lytham. Next, we need to bridge these holes, but first, let's move this so it is closer together. Select the border mode, select the two borders and reach them. We have some smoothing group issue in this area, so to fix that, So like the entire polygons and hit out of smooth now let's add another symmetry modifier and said it Why and sleep. So now we have both left and right arm rests. Next, we're going to create the caution for the caution. Create a chance for box again and said the length, though 210 centimeters, the with toe, 70 centimeters to hate toe 20 centimeters and the feeling is said to three centimeters. Then for the segments. Lang segments is eighth with segments is three head segments, is three also, and make sure the feelings segments is said to center. Lease out and move it along X axis so the front area is aligned with the arm. Rest now are based. Cautions is finished for the, uh, percussions, we're going to create three separated cautions, each with the same size. First clone the base caution. Move. It does easy access 20 centimeters, then change the length toe 70 centimeters and change the length segments toe for confront the object toe irritable Polly. Now we're going to make the stitches at the corner off the caution. First, select this age and this age. Loop it and click this button creates shape from selection juice linear and click OK now actually the subject mode and select the spine, then go to rendering turn on unable in rendering and enable in few port. Make sure the taking us is one and set the sites toe six. Now go back to our percussion object and attach, then pick the stitchers. So now they are one object. Next, rightly and click clone juice copy and hit. OK, to move this aside by 70 centimeters, we need to turn on offset mode and type 70 in Hawaii. Input field cologne again. Now input minus 70 centimeters in the UAE access input field. Now we're going to create the stitches also on the arm. Rest to do that comfort Kistane Irritable Molly now. So like these two ages and the other two ages at the other side and hit loop notice we have unwanted A just also select that we need to dislike all of these ages by pressing out and click on the ages. OK, now click the create shipped from selection Button to create a stitches flying the spine create that will follow the pre fear setting, so we don't need to change anything. Now attach and choose every other objects as one object. Lastly, we're going to create the metal plate at the bottom off the sofa and also with the legs, so let's create a box change the size to 245 centimeters. Length by 85 centimeters. With the hate, said the two centimeters century and change the Z value toe trees and emitters. Move the sofa upward. Also toe. Accommodate the metal plate, then create another small box, said the length toe five centimeters. Do with toe 10 centimeters and hate to three centimeters, then move it in here. Chef, move to copy it to this position. So now we have two legs at the left side. So, like the beaks off object and attach everything and then add symmetry, Modifier said. The access to Why turn on sleep and said the tray salto 0.1 To reduce the risk off the stitches for Toussie's welded together, confront the object toe irritable police object again and name it so far. Delete the reference books and accid isolation mode. Lastly aligned the sofa in the living room
10. The carpet and the coffee table: to motor the carpet is actually very simple. First go to create banal Joma three Extended Primitives and Jews Challenge for of Box. Just use any failure for now. I saw that selection to hide everything else. After that, go to modify panel and change the settings, said the length Toe 300 centimeters. Do it toe 200 centimeters. They hate to one centimeter and feel a to 10 set the length and with segments toe for and this object carpet. And now we are finished. We can no exit isolation mode and position the carpet at the center off the living room. Now you might be wondering, How can we model the fours? Well, they are not model basically to create the force, we can use either displacement, which is using texture to add more details into the geometry at render time. Or you can also use hair and four modifier that will generate fours also at vendor time. Now we're going to discuss this when aiding texture and material to our object later. Next is the coffee table. To create the tabletop, start with the box and change the size to 150 centimeters length 80 centimeters with and 40 centimeters Hate. I saw it selection so we can focus better on our model converted toe irritable Polly and select the polygon at the bottom and changed the Z coordinate toe 36 centimeters. Select the entire ages and John Frito zero point recently meters to make it more realistic . Okay, now for the legs. First goto front few port and create a rectangle confronted creditable spine. So, like the entire far theses and comfort them toe corner, turn 2.5 The snap. Make sure the fair tax snap is on and also enable access. Constraint Option is on also then dragged these to the bottom part off the table top. So, like these in a line to the left part and the same process also for the right ones. Unless for the bottom part, make sure they are not penetrating the floor. Okay, Now select the entire affair to seize and filling them out five centimeters at extra modifier and said the amount to five centimeters, but turned off both the start and end caps, then at shell modifier and said the inner amount toe ones and the meter said zero for the outer amount and has always set the straight and corner option toe on. Okay, now turn on three D Snap and grabbed the for tax at the age and snappy to the age off the table. Top clone. An instance it then grab the FairTax at the age to the other age off the table top. To finish this, select the tabletop and just attach and pick the legs. Next, let's name our object toe, coffee table, exit isolation mode and move the coffee table to the center off the carpet.
11. Creating the floor lamp: in this video, we're going to create a floor lamp that looks like this the size off the floor lamp we want to create. It's about 180 centimeters high and about two meters wide at photo. Okay, first, let's go to the front, few port and in here we're going to create a reference rectangle toe guide the size off the floor land. I saw it. Selection now change the length off the rectangle to 180 centimeters, and with toe 200 centimeters. Next, the size off the base will be 40 by 30 centimeters. So create a rectangle with that size and place it around here. Remember, we're using these shapes just for measurement guide, and they will all be deleted after the model is finished less. We create a circle for the lamb. Had guy said the radius to 25 centimeters and place it around here at Z co ordinate slightly above one meter, I'm going to change their colors to like yellow so we can see it better in a few parts. Okay, now that our differences are done that start the mourning process, go to the line creation mode and click drag here and click drag in here. The shape is still awful, but it's OK s. We're going to adjust it again. Furthermore, so now go to the modify panel. First, we noticed that the line we're creating only consists off to first assists and have this jiggy kerf. Now we need to add more resolution into the curve by ending more steps in the interpolation . Set. These steps value to 30 and they should smooth it out and then adjust. The handles make the curve high enough that it touches the upper reference age. So have something like this now to create the base object. Let's open the perspective few part and create a box said the length to 15 centimeters with to 30 centimeters in Hato 40 centimeters, said the Y axis failure to zero and just moved the X axis to this place. Next, come for the object. Wait about Polly and select the entire ages and down for them half centimeters. Lastly, we need to model the lime head to do this. Let's start with the sphere in a perspective. Few part set the radios to 25 centimeters. Zero at the Y axis co ordinate and place it at this position at the end off the floor. Lamb rod scale in this a bit at the World Z axis, then converted toe edible Polly. And so, like all of these courtesies and hit delete now go to border mode. And so, like this border and hit kept go to the polygon mode on inside this area, then Beverley it a bit like so to fix this moving group, just select the entire polygons and choose out of smoke in his moting groups panel. So, like the base object a patch and pick the road and also the lame head name the object toe floor, lamb, the lead all off these guides as we don't need them anymore and then actually isolation mode. Movin brought at this floor lame. So it's located near the sofa, and the lamb had is almost above the coffee table.
12. Importing assets: It is very simple to import objects from other three ds max file. To do that, simply go to file menu Import march. Now we need to choose a three DS max file. Just the five provided for you, which is the long chair import that Max fire. If you see messages like missing del Al ex cetera, this is mostly because I have installed a plug in in my three DS max that is not available in your true DS max installation. But it's OK. It's not an error message, actually, Only a warning message just like the okay button. After you select a File three s, Maxwell, display all off the objects in that file and you can choose which ones you want to march. At the moment, this file only contains one object. So a justice and hit the okay button notice we know half along chair in our seen important or, in other words, march from other two DS max file. Now, let's move these a bit using according that spinner down here and wrote it these a bit s you like next just import the next file which is the port of three import and just much only one object. Inside that file, which is part of a plan. We can use the top few port and just move this and skeleton and even rotated. So it's it nicely in the right side, off the sofa near the curtain.
13. Introduction to materials: in this video, we're going to talk about interior. Okay, So what is material where material, or sometimes refer to shader are set of parameters that control how objects we look like at the final rendering for those off you? Never. Your CG application before you might be wondering. So what is rendering rendering? Is the process off, turning your walk into the application to the final image or animation? If you want to know how to render into the S Max, it's very simple. Just click this teapot button at the right side off the main toolbar and three DS max will render the image for you based on your corn freeport. We're going to discuss this later in depth. Now let's go back to our material discussion. Basically, material controls. The entire official aspect often object, such as the color off the object, how smooth or glossy the surface will be. How reflect if there will be how refractive they will be. An other type off properties now refractive means that the object is a see through object, such as glass or crystal. Material can also control all of these properties using external images, for example, at ingress texture, image to color properties will change how the object looks. Now it looks like a teapot made off grass or a shrub ship as a teapot. Changing it to breaks texture file will make it looks like the steeple Ismet off bricks so you can see with material you can mimic any type off real objects or faces easily. A simple box can be a mortar break. Ah, block off food or even a golden block simply by adjusting its material properties. Not that example off. Using picture image is that weakens a texture image to control. The opacity often object to create complex official object that will otherwise require us to model it before we start using color or anything into the S. Max. Let's change our gamma setting toe to point to force. To do that, we can go to rendering menu gamma L. U T setting and make sure that the gum of value is said toe point toe. Now gamma is a way off adjusting or correcting color, brightness and contras in our images. I will not go into details about why we should use Gamma 2.2 For now. We just need this so our colors will look identical again if you change color and follow my setting. But the color is different. Then you surely need to check this gamma setting again and make sure it is said toe point toe. Okay, so now how can we control material inside three DS max. We can do so by using a special panel called Material Editor. Toe access it. You can click and hold this button and notice. We will see to type off Material editor. Let's check the 1st 1 These first material editor is the simple one. As we can see in here, The second Metro editor is called slate material Every tour, but we can see all of the material in graph format. Now, the 2nd 1 is a bit more complicated, and this course we're going to make it sweet and simple. So we'll be focusing on the first type off material editor. Something to take note is that there is no difference in term off the capability and in term, off the final result, you've seen both off these panels. Okay, Now, if you select the 1st 1 and close, next time you click this button again without holding it down. It will open the same material editor type as you open previously. So three DS max will remember your preference Now that we have our material editor turn on , we're going to discuss how to manage materials inside three DS max. We have in our seen suffer or teapots and also suffer all materials with different color. Now, I know we haven't talked about how to change color and all. We will discuss that after we laid down the formation first. Okay, let's talk about how this material anything works. First. These boxes are called material slots. When you click one of these sorts, the perimeters are the properties off. The slot will be shown down here. So basically these area showing what use Like up here. We can see the name off the material in here. You can also change their name in here to any name you want. Okay. To apply material toe on object, you can simply click drag the slot onto an object and that object will now connect it to that particular material. We can apply a material toe multiple objects, notice. When I changed this material color, every object connected to it will change instantly. Another method off applying material toe on object or objects is by selecting both off the objects and the material at the same time and click assigned material to selection button in here.
14. Material management: when you apply a material toe on object that material become warm material notice. We can see these white triangles at the corners off the material slots. Notice. We have two kinds off color for the corners. There is disagree one, and there is this white one. Now the white one is called the hot material. It means that the object that is connected to the material is currently being selected. Noticed. If I change the object selection to this one, the hope material is changing to this one for the rest off the material slots that are not used or connected to any objects in the scene. They won't have these corners, and these materials are called the cold materials. So to sum up the cold materials are materials not connected to any objects in the scene. They don't have any corners in their slots. War materials are materials already connected, toe on object or objects in the scene. We can tell them by looking at these corners in their slots. Lastly, the hot materials they are materials off objects that are currently selected in the scene. Now this concept is important. Later, when we discuss how to reset materials in the Material editor. When we look our material editor, we can only see 24 slots off them. The question is, what if we need more than 24 materials in our scene? Is it possible the answer is yes, of course. We can select a slot material and hit this reset button, and a new material will be generated for us. But you must be very careful about these, because resetting called materials will make that material loss forever. But resetting a warm and hot material will not erase them from memory. And you can always get that material again at a later time. For example, let's say I picked this cold material on Hit Reset in here. Notice. Three. DS max will confirm or warn us that all of the settings we have in this material will be gone forever. Click the Yes Button and three DS Max will provide a new material for us. Now let's select this war material and hit the reset button. Noticed. Three DS Max will warn us again, but with some option, the top one will erase the material from the Material editor and from the scene completely . This will also disconnect it from corn objects. Now this option is not what we want. Usually, we want this one at the bottom, which will only erase it from the material editor. But the material itself seems it is connected toe on object. We'll stay in the scene. So by resetting material slot like this, we can have as much materials as needed in our scene. If you have an object and that object already connected to a material and you want to pick that material and added it inside Material Editor, you can click this button and click on the object. Now two DS max will open the material in the Koran material slot in three DS max. The default type off material is standard material. We can see the parameters off standard material like in this area. Now there are actually a lot of material types available. Ship with three DS max and even more material types available when you are using rendering plug ins such as fever Ray Corona Final, render etcetera to change the material type. Click in this button and you can change it to other types off material for example, Inc and pain material in here, which will make objects rendered like a two D cartoon images. Something to notice is that this material is very different in term, off the perimeters. If we compare it with the standard materials again, this is just the offer. Few off material types and we're not going to explain every type off materials and every property inside those materials in our course. But by understanding the basic concept off, it will provide a good foundation for you to explore them yourself.
15. Multi sub-object material: In the previous videos, we have discussed how to apply a material too many objects. But how can we apply multiple materials to one object? Well, we can do that by first converting the object toe irritable Polly and using the motives up of Jake Materials, for example, I have these three materials and I want to apply the three off this tow this teapot. Let's just say this one is for the body and the lead. This one is for the handle and this one is for the sprout. Okay, first Conforti object toe auditable poorly object click Drag the first material. So the teapot uses that material for the whole part. Select the polygon are the elements. In this case, it is easier using the elements mode now select, handle and plead Drag this material, Leslie. So, like this proud and quick directors material onto it Now, As you can see, we have some from materials in one object. Wanting to win orders when creating multi material objects like these is that true? DS Max in the background will actually create a new material and this is a special material which is called multi sub object. We can see this special material by selecting this empty slot and use the picker button toe pick on the object Notice the material is different from what we've seen before. It's a material consists off other materials with special i D numbers at the left side. Now we can name this material with a better name. For example, deport multi material. Okay, Now, this material is actually an instant off This material so basically is the same material. If you change it in here, it will change also in here and vice versa. These material also instant off this material and this is the instant off this material. Now, when we look at this, I d numbers these numbers are important as they will controls which polygons use which materials notice When we go to the polygon mode inside our irritable, poorly object and select this polygon, we can see its material I d number in here, which is to the same number we see inside this material in the I D section. If it is like this one, it is soybean number one again. It is the same with this one. Now notice when we set these polygons toe three for example, and hit enter notice. The material on those particular polygons have changed the material at the I. D. Number three. The button in here is too slight polygon space on their material. I D. Or example I type two and click this button. It feels like, or highlight every polygon with that i d number attached to it. We learned before that when applying multiple materials to an object will make three DS max create a multi soft object monetary automatically. What we should also know is that we can create multi subject material manually to do that for select material slot than click in here. This buttons function is actually to change the material type asked. We discussed before juice material standard multi subject material. Just click OK for this. Now we have a new multi subject material to better mind how many I D or sub materials in its multi subject material. We can click this set number and change it toe three, for example, and click OK, now we only have three sub materials. If you want tohave existing material linked to one off the sub materials, we can simply click dreck from here to here, for example, release and juice instead. If you just copy, then they will be independent from one another and we will not be link. If we have some material like this, we can added them by clicking this button Notice we are Mao Inside the sub material, you can see we're no longer in the parent material. We can adjust material settings in here and after finished, we can go back to the parent material by clicking this go to parent button up here. Now we are back in a multi subject material.
16. Texture and UV-mapping: If you're using standard material into DS max to change the color, often object. We can click in this diffuse car box and Gingy to any color we want Now what if you want to use an external image? Asked the color. Well, we can do that. These images that we use to replace material color are called texture images because they are used to give texture to our treaty objects. Basically, three DS max can use almost every type off image format available in the world to be used as texture. You can use PNG J Peg X our next year I or even a for a short PSD file directly. Okay, let's see how this works. First, go to Maps Panel group down here in three DS max that maps in here is slots for you to place text jurors. But strangely sometime it refers to a procedural texture and sometimes refer to you fi mapping. So I know it's a bit confusing how to DS. Max uses this map terminology, but we're going to explain this step by step, so you have clear ideas off what they are just to keep in mind. Maps in here are texture of slots. And as you can see, we have so many slots that we can add texture to it. What we are interested now is the diffused color slot which basically controls the base color off a material click this month Button in here and now. Notice how to DS Max will provide you with so many choices off texture type. The only image texture is this beat map option up here. So what are these all about? Well, all of these are actually texture, but they are not image textures. They are called procedural texture, a texture that is generated dynamically. You see a set of parameters. So for now, just choose the bit map option in here and then Jewish on image. We provide these images for you to use for the textures most off them. I get it for free from CIA texture dot com. They provide a lot of texture images both for free and with paid option for high resolution images. Okay, Now, after we select this one, we can see the preview in the material slaw already change If he applied these to an object in hit render, not as we already have a teapot. We texture apply to its surface. There is good, but what if we also want to see the texture In the few part, you can go to the third title off the few port and click materials shaded material it maps sometime. This method is not working. I have no idea why. Perhaps a bug in the software. Another way to show the texture is by going back to the texture maps and click this button that says Show shit material in few parts. Of course, if you have complex seeing with hundreds off texture, this will take a lot of GPU memory so you can always turn this back off by going to the same menu. After we had image orbit, map, texture noticed. This interface has changed, and now it's showing these parameters off our mid map texture. We can set the tiling in here already offset in here, and also we can change the image to other images by clicking this button and choose another image. Now to go back to the main interface off the material, we need to click this go to parent button and we will see our previous interface to go back inside the bit map perimeters. You can click this button again. Okay, now, when we apply textures toe primitive objects, you can see they are applied to the object without any errors. But when we apply a material with a texture on cast a moderate, creditable, poorly object, notice the textures Looks out for this thing happens because primitive objects have built in you fi mapping and cast a model objects we lost its you fi mapping when geometric has changed. Before we discuss on how to fix this issue, let's first discuss about what is actually you fee or you VW mapping Well, a UV mapping is needed because to put to the majors onto three D objects or faces, that can be so many scenarios that we can use. Think off it like wrapping a gift with a gift wrap paper. The gift is a treaty object, and the purple is oil almost to the object. We can wrap it like these are like. These are like these etcetera. So many choices. The same problem applies to treaty texturizing the way we project a two D image toe. A three d object can use many scenarios, therefore three ds max also provide different methods to do this. But for start, the simplest method that we can use is by using a modifier called you VW map. Let's select this object and apply you VW Met modifier notice. By default. It uses a planner projection, which basically project the texture one way. It's like how a movie theater project images This is suitable for objects like playing object on a really solid objects we will see this stretches at the side off the object. Cylindrical mapping works like how the texture plays on a cylindrical, primitive spherical works like how the texture placed on a sphere, primitive and so on, and so far you can try all of them by yourself. Do you feed a bill you make modifier has a subject called Gizmo. When this is on, you can move it or rotated or scaly as you please. As you can see, the texture are move based on the transformation off the geese. More now again, you feed a bill you met. Modifier is very basic, and if you want to create complex model like characters for animation or game, it will not be enough for complex geometry. It will in a different UV mapping approach, called You Feel unwrapping. But this is more advanced stuff that we're not going to discuss in this video. In my experience for most architectural project, using U. V W met modifier with box mapping type is enough to get a good result.
17. Procedural textures: besides beat map or image texture to the S. Max also provide many procedural textures are officially called procedural maps built in as we mentioned before. Procedural maps are textures generated automatically through an algorithm or programming so they can be changed dynamically by taking up the perimeters. In this video, we're going to discuss only three off them. But these three examples should be enough for you to grasp the concept and to explore the rest by yourself. First is the noise procedural map. If it's a like a material and add a texture into the diffuse map into its noise in here, notice how noise creates random called colors off black and white. We can double click in the slot and recites this to see it much better. The noise type will change the best algorithm to create the noise. We can see fractal and turbulence will create different noise behaviors. The size failure is like the scale off the noise. Bigger value is like seeing it in close up and smaller value. It's like seeing it from far away. The high and low values controlled the range off the color. If he said, these values closer together they will make the noise become more contrasts. For example, setting the high to 0.7 and low to 0.4. We'll make the black color looks more black, and the white color looks more white does reducing the blue boundaries between them. The color in here will change the colors. For example, if I change this to read than all of the black colors will become red, this may be the most important part off this video lesson. These buttons is used to place a texture, or we may call it sub textures. So from this lesson, we know now that procedural maps have hierarchy features, it means we can add maps inside maps. Let's say I'm adding a bit map texture in this red color slot and just this grass in major immediately visit the red color disappear and overridden by the image texture. When we click the go to parent button in here were no back inside our noise procedural map . Nor does we are just coming from this map slot in here. If you want to add another bit map texture in its lot, you can do so by clicking on it to a speed map again and choose thes image, for example. Now we have something like this you can add on sub texture. Slot not only bit mapped images, but you can add another procedural map again and add it again as its sub sub texture, So you can see the possibilities off. Creating complex images and visual behaviour is so wide. By combining bit maps and procedural maps, the fall of procedural map is perhaps the most frequently maps that I use when doing through the projects. The fall off Matt. As you can see, we give different color based on angle off the surface to our eyes, surfaces that perpendicular to our eyes. Direction will have black color by default. The surfaces that are in line with our eyes direction will have white color by default off course. This color can be changed as you please, and we can use sub textures on them. Also, we will be using and discussed this fall off procedural maps a lot when we are creating fabric material and mental material later. One thing that we can discuss right now, maybe this fall off kerf. This curve defines how colors are distributed across the surface angle. If we set this fair tax, too busy a corner and director handle downward, we will see the black color will be more dominance as the white color is pushed aside. But when we push this handle upward, we can see the reefers affect happens as the white become more dominant. The interesting part off this, we can actually add custom points in here and move this around to create interesting surface behavior. The third procedural map that I often use is the tile. As the name implies, the tile map can be used to generate tiles. That's at the style procedural map to our new material here and now. We cannot see this clearly with fear. So we're going to change the sample object toe box, then double click again to make it bigger. Now change the preset toe. Other listen here, for example. Running born common, Flemish born etcetera. As you can see out of the box style can be used to create different terrible floors or walls. You can easily change the colors. The counts in here, for example, making them then color various and in here to make them randomize a bit. The gap size. I said Drop. You can replace the colors with sub texture also, which is very cool. And perhaps the most interesting part is that you can actually create your own pattern by clicking the custom at the preset. Drop down lease and adjust the pattern down here. And I believe you get the idea and the basic concept off it, so I will let you explore these by yourself. Also, you can try and explore other procedural maps available in three DS Mac and check out the three DS max documentation for complete references.
18. Introduction to Corona: What is Corona The simplest way to explain it? Corona is surrendering engine available as a three DS max Plug in. You might be wondering. A studio smacks defaults. Ken Line rendering powerful enough to render photo realistic images. Well, the short answer. No, it is not powerful enough as it doesn't use global illumination to light and render a scene the difference within standard lighting. First, global illumination lighting is very big in standard lighting when the light hit a surface . If you're not, bounce around, as you can see in this image, the area below this box is cover in dark shadow because no light can reach this area. But in this image, things become brighter and more realistic due to light that is coming from the sunlight object. When it hits this point, for example, it will bounce and scatter around and then bones again and skater again when hit another sore face. This light rays will keep bouncing and scattering until they lost their energy. This is how lights in real world behave. Using corona rendering engine. We can simulate the rial life behavior in three DS max, And not only that, Carona also make it possible to create material based on physical properties off surfaces In the real world, you might be wondering, Why use Krone? Is there any other rendering engine out there other than Corona? Well, there are many G I rendering engines other than Corona, for example, very, which is the long established render in three D visualization industry. And there is also Mental Way, which actually ship inside three DS max and many other rendering engine like Maxwell Final Render Fry render and the list just getting longer and longer every month or so in my experience, from using all kinds off rendering engines, only three rendering engine stand out from the crowds. Mental ray Very and Corona. Honestly half years very more than any other rendering engine as it can produce beautiful and clean images in a fraction off time off, mental re or any rendering engine. But it was through until Krone was released. It was just released a few months ago when this video is being produced. Since I use Krone, I was blown away by the simplicity and a good result that this rendering engine can produce , so to give you a clear comparison, but this is solely based on my own experience. So it may be by us in term off the learning curve for you to get good results from the rendering engine. Mental Ray is the hardest to master various the second because it's loaded with so many features and so many settings that it tends to discourage many new users to learn it. Koran, on the other hand, is by far the easiest rendering engine toe master and can produce good quality rendering out off the box. It just work, if compared by quality off the rendering based on the same rendering time and time needed to tweak the settings. Mental ray is very bad, very is decent. And again, Corona is to Lena in term off pricing, although not free. Like Mental ray, the price take of Corona is lower than half the price of very license. My corona is still very young, and the amounts or features in krone are not as much as you can find in very. But I find the things that I need for visualization. World is already available in Corona, so for me, switching to Corona is a brace. If you are in other industries and visit satiation, maybe in visual effects or animation, where you need to use complex fire or liquid simulation with Phoenix, Blufgan or other specialized shader that you can only find in theory than very, maybe a better choice for you. You can find many very in depth tutorials in the Web, both paid and free fashions. Okay, back to our topic because we're going to use Krone. I will show you where to get it. You can get Krone plug in at Corona del. Render dot com. It's available as a free and limited trial version for 45 days, But trust me, you don't need 45 days to master it as it's again, very simple and easy to learn.
19. Corona materials: before we can use Corona render into DS max, make sure it is turned on to do that. Go to render set up window by clicking this button. Or you can go to rendering main you render set up or he can also hit F 10 by default. Now, in a common section, if you scroll old way down, you can find a sign rendered of a section click on it. And if this is not Corona, perhaps it is said toe defaults can line render. Then you need to click this button and choose krone and click the OK button. Okay, The next important thing to set up IHS your rendering resolution. This is not Corona specific setting, but a general setting into the S Max. As you can see, you can type in your own custom image resolution if you want to. You concert different standard resolution preset available in the world From here for me, I just used 800 by 600 pixels button as this resolution should be surface for our lessons. Okay. Before talking about lightings and other stuff, we're going to explore the Corona material force now because rendering and trying out materials will require us to use lights also, so I provide a three DS makes file where you can just play around with the material setting without having to worry about the lighting's so just opened the material. Start 001 dot max. Fire first before doing any changes on the material. Let's first discuss on how to render in Corona. To render in Corona simply hit the default Render button in three DS max, which is this one notice Corona rendering window will opens up and start rendering. It will render multiple pass without stopping First pass, you will see a very noisy image. The more past you have the cleaner, your image will be again. Corona render will render your image by default without stopping. You may be wondering How do I know? And this thing is finished. Well, if the image looks good, then it is finished. A simple as that. And to stop it, simply hit the stop button in here and you are done. Click this safe button to save the image. Okay, Now select this material first, which basically Ling tau this deport at our left side. First, we're going to discuss the color to change the color, simply click these color box and change these to any color you like. Now the level at the left. We'll multiply the color power If said toe one, it's in the original color, but setting this down will deem the color and eventually will go black when it reached zero . Now we want to add texture to control the color. To do that, we can click this button in here and choose this brick texture provided now we can see the teapot Looks like made off drink. Translucency is used to simulate tens of faces like fabric papers, lives etcetera. Now we're going to discuss this later when creating material for the curtain. Now let's use our material in here, which is connected to our front object. This reflection section controls how light bones is off its surface material with one level of reflectivity and the color set toe white will reflect lights or images just like a perfect mirror. But this setting also work in conjunction with the fresh Nall Io are setting. The fresh snow effect is very interesting topic in CG, but just to make it short, fresh Nall effect is a phenomenon that can be seen at curved surfaces. We're surfaces. There is perpendicular to our eyes. Direction will be less reflective than the surface is in line with our eyes. Directions. You can see this effect when you are driving and you are behind someone else's car. As you can see in this image, this area reflectivity is much higher than this area now going back to our material. If you said these fresh no ir value very high, you can get more and more mirror or chrome looks on it. You can actually set this value upto 999 which basically kill all of the fresh Nall effect . Okay, I'm going to change the d views value color to red and said the Fresno fail you back to two . Now the glossy parameters in here is very important, as it will deter mined how glow see or how dope the material will be. If set one, the reflection will be sharp without any bluer and rendering in this value is much faster. But if I said these 20.5, for example, we will start seeing some blue ring on the reflection now in the real world. The glass in its value is tied to the reflection Leffall. What I mean by that is, if the material surface is not glossy, the reflection, therefore, should also be lower so I can turn this failure left for down a bit and make this material looks more realistic. The refraction value control how lights passed through this or face. These parameters are used on see through material such as glass, crystal, water, diamond and other transparent materials. The concept is almost the same with the reflection. Set the level up to one so we can see the effort. Clearly, we're going to change the diffuse color toe green as dark color usually works based for refractive object and also change the refractive color toe green, but with higher brightness. Now this Koszics failure will so down rendering. But without it, we will not see shadows and lights passing the surface. So let's turn this on. Max is the Iot era. Iowa is actually stand for index off a fraction. It's a physical failure. That letter mind how strong lights will Ben. Inside the surface, each real world material has its own higher value. You can google for Iot air and you can get many refer unstable for many types off free world materials. For now, I'm just going to set this to two now. In the real world, usually refractive objects are also reflective glass, water crystal for examples are all reflective material also. So to make this material even more realistic, you're going to set the reflection level toe about zero point for If you hit rendered, you will see something like this. The less setting we're going to discuss in this refraction section is closing us just like reflection the grossness value in the reflection. We also Blute the reflection notice. If we turn this down, we can get something like this. This is useful, for example, creating a sandblasted glass or something like that for now, I just live it at one because logos Yunus failure will slow down, rendering time for the spaceman failure. We're going to discuss this when creating carpet material later
20. Corona lights: If you use two DS max lights before or other rendering engine lights, you might be used to create different types off light for different light sources and situations. No in krone that are only two types off light that you can create. If you go to create panel and go to light section and use kroner from the category drop down lease, you will find only two lights for on a Light and Corona son. You may be wondering, How can I make this kind off light set up or other kind off? Let's set up a trap. Well, this is one off the cool things about Corona that is its simplicity. With just one corona light, you can create any type off men made lights. And with Krone son, you can create any types off nature lights, which are basically sun or moon. Now, besides light objects, Koran, also capable of producing light through corona light material in karma Sky Procedural memory. First, let's open the file that is provided in this lesson called lighting start 001 dot max notice. In this scene we don't have any light whatsoever so and we hit render. We cannot see anything. It's just black. Now let's create a corona light by going to create panel lights, Corona and juice Corona light click drank in the scene. So now we have a spherical looking light source Reposition delight as you please. Now, when we hit render again, we start seeing some objects in the scene. Now, if you go to modify panel, we can see a bunch off settings in here Now, I'm not going to discuss every parameter exists in life. Some are very obvious like this. On switch, I will be covering just the important stuff and let you explore other details by yourself. The first important parameter is the type this fear light ISS light type that will Emmitt lights toe every direction in here. We can set the radios off it. So basically it's emit lights from its surface, not from a single point, which just goto simulate area light effect that happens in the real world sphere. Lights are suitable for simulating spherical. I'd sources such ask garden limb or similar thing like bob inside the shaded table, aim or other similar conditions. If we said that type two rectangle, we will have a rectangular light source that emits light from one side. We can set this with and hate in here. Now this light type is suitable to simulate light emitting from ceiling books like computer screen. We know an other similar light condition. When using light type that has direction like this, you can make use off this option called Targeted. That will create a target object, which is very helpful to direct the light to certain object in the scene. You can selling the target object and just move this around an hour. A single light blue at the target direction. Next light type is disk. It's very similar to rectangle light, but the base ship is circular. Now, when using both circular and rectangular light, we can set these directionality value. If we set this value high, the lights coming out from it will be more parallel. As we can see in the Eiken, I'll set this toe 0.5 to see the effect and hit render. Now we can see the effect in our scene. This effect is useful when we need to simulate a localized life, just like when we used on lights or spotlights in the real world. The last light type A cylinder which will emit lights from Syrian recourse or face. We can similar to ship neon light in the real world. Using the cylindrical, I'd I'll set this back to rectangle and zero out the directionality. Okay, The next important parameter is the density which control How strong is the light source? Higher value means brighter light source. If I said this toe 1000 for example, you will see the scene become much brighter than before. These color box controls the color off the light. If I said this to yellow, for example and hit render, we can see how the yellow colors are tending out the scene. Now I think we have covered all off the sanshou for Khurana lights and I'll let you discover the rest by yourself, as most off them are in plain English. But before we move on, I like to show you a quick set up that sometimes help me a lot when testing materials in the scene. If you go to render set up and go to sin tab, I don't hear your findings seeing Environment section you can see by default. It is said the three DS max and Vitamin, which is now set to black. We can see it in rendering menu environment in here now. If we change these toe, use kroner and set this color to, let's say this bluish gray color and hit render again notice. Now we have this bluish lights, a meeting from every direction into our seen again. This is sometimes helpful if we need a quick light set up to lead our scene.
21. Corona Sun, Sky and Light-material: first, let's re open our previous file lighting start 001 dot max. So we have a fresh new start. Next, we're going to explore the Corona Son, as we mentioned before the Chronos on a suitable for simulating natural light sources such as sunlight and also moonlight. Together with the Corona Sky procedural map, we can create outdoor lighting very fast and easy. First, let's create the Koran Asan object in here. Now, unlike Corona, light the position off this Coronas on a meter I can in the scene does not matter. You can put this any worry one, because the lights will not coming from the emitter Aiken, but from the environment. What is important is how you set up these sun position values down here. The rotation will change the sun direction and angle will let reminder hate off the sun. Now, when we render these noticed, the colors are all blown out toe white. And this is normal because in reality, sunlight is very bright and no men made lights can compare to it. But why is it when we go outside? In reality, we don't see blown out colors like this. Well, it's because our eyes. Waas designed to be able to adapt to different lighting condition very well. Thankfully, Carona also designed to be adaptive, also without the need to stop the rendering. Just goto this color member tab in here and scroll down the exposure value all the way down to about minus five. Now we can start to see our object clearly as before, Stop the rendering. Now, before we discuss about skylight, I want to explain one important failure which is size in here. If we set this to high value, for example 64 which is the biggest value it can get right now and then rendered this again Notice how the shadows become more blurry. And this is sometimes helpful. If you want to create an offer, cast shadows in arson. Okay, I'm changing this back one. When we render the scene that we have in here, we see the image still a bit dark and like off environment like this is because we haven't created any sky environment life to create the skylight. Just select the Koran Asan object and click this button and you're done. What this button actually does is it's adding a corona sky procedural map to the environment color if he opened environment panel again by going toe rendering menu environment noticed this Skyla environment Corona Sky is added in here. No, because this is just a procedural map. We can right click and said it to clear if you want to erase it or you can control it by dragging this toe a material slot in the Material Editor, then just instant and changed the setting. I would not go into details in these and let you explore and experiment is by yourself. I'll just change this intensity of value toe to And when we hit render, we can see the skylight become much brighter than before The last light. We're going to discuss its not like object at all, but a material grow ownership with a special material called corona like material, which let you use any type off object as light source. To use this, simply choose a slot in the Material editor and change the material type toe Corona Corona light material. We need to apply these to an object, so just pick this one up and hit this button. Now when we render, we might be end up with dark colored object. This is happening because we're outside with the sun and the exposure settings is very low . So to fix days, you need to go back to the material editor and crank up the intensity failure to about 500 and to make things more clear, are reduced the sky in density Back toe one. Now we can see our teapot become light source. If you notice this black area in our teapot, this is because the backside off it are not emitting lights. If you want to fix this, we can set this Emmett on both sides. Turn on. So now we have pure bright object like this.
22. Corona IR and RE: in the video lessons. When we discuss material and lighting in Krone, we've come for most off the features inside krone rendering, but there are still suffer all things we can discuss us. They are sometimes crucio in three defeats. Glaciation, workflow. The first thing we're going to discuss is interactive rendering. Interactive friend Ring is cereal time rendering off your active few part. What real time means in here is that whenever it change something in the scene where they're creating object, changing lights and even changing materials are texture. The rendering will update instantly without you having to click on the render button. Okay, now let's open our project file rendering start 001 dot max and then go to render set up window goto seen. Then click this button that says, Start interactive. This real open a rendering window like it used to be, but notice as we create a light, for example, in here, rendering window will update, and at that light in when removed the light around the interactive rendering, we'll update those genius also the interactive friendly feature off the news in the process off tweaking lights and material. Also finding good camera angles in arson can take benefit from this feature. Also, now click the stop button and cause the Corona rendering window. Another way to access interactive rendering is render it like normal by clicking this render button Stop it first, and when you click and hold the start button in here, we actually have option to start rendering in interactive mode, and the less method off displaying interactive friend Ring is by using few poor. To do that, we can click this second titled Assess Left and then juice extended few pork. Then Jews groaner interactive. Click on the few port to start interactive rendering mode you can see as I move this light around. The few port will keep updating. If you want to change the few put back to the life you part simply right, click in here and to laugh. Now the few port is back to normal, and attractive rendering is stopped, although Corona by default, will render and will not stop rendering until we hit the stop button. We can actually make it stop automatically because sometimes we just want to leave the rendering process and go have dinner with our family or something and we don't want to keep it rendering for hours and hours and wasting energy so we can limit the rendering by the amount off past or the amount off. Time to do that, we can go to the renderings at a window, go to the scene section in here where it says past limit. We can set these, for example, 100 pass. If you do that, the next time Corona render, it will stop when finished the 100 pass. Now at the right, we can limit the rendering by time. If you want to. The next thing we're going to discuss is the material off right? The setting is in here. When we turned this on, we can put the material in here. We can open material editor and click and drag this material, for example, and have it instance she ated so we can change it later. Easily Notice when I hit render again. All of the object in the scene will be using that material Now. This feature is useful when we need to study, delighting in our scene without distraction from colors or textures. The turn off this feature you simply need to click this check box again, and now the original materials are all back when we render them. The last thing we're going to discuss in this video is the render elements we can find render elements in the A section. Render elements are special images that will be used in compositing or post processing face . Now there are many render elements you can add. For example, I'm adding C and since your reflect in here and when I hit render it looks like nothing changes but notice. When I click this drop down list that says beauty, we can actually see the render elements that we had before. If you click, it noticed, the image is showing only the reflection part off image again. This is useful If you want to control the strength off, the reflection in post processing face later may be in for a shop or in after effects. If you're doing animation, so are under elements will give this greater flexibility down the road. One render element that I think is very important because it will help us a lot when creating selection in for a shop later is mosque toe Add mass surrender element. We can click this at button and just see masking mask. And we will need this reflection Render element now. So I just click on it and just lit. Now, if you select one render elements in here, the setting will actually opens up down here. I notice you have so much option in here now. Indies, I want to create a mass for the steeple on Lee. To do that, we can select the teapot and right click and choose object properties and set this G buffer object idea value to one. Now go back to our under elements and said this G before I d on and said the number of toe one. Now when we hit render we can see in the render elements are mosque is being calculated Also, this masking feature will help us block later in for a shop station as you don't need to create objects elections by hen
23. Wallpaper and ceiling materials: starting the section, we will be aiding materials and lights to our living room project. You can continue with your on file or just opened off are provided in this lesson, which is room 009 dot max. If you like to use your own files, just make sure to select everything and a signer default. Standard material with light grey diffuse color before adding any material toe are seen. Let's select the wall and a top cabinet. And then I saw that this selection. Now we're going to create two different types off for paper. One is for the whole wall and one for the war section behind the cabinets. So select these ages, connect by two ages and just move this too. So they close to the Cabinet. Okay, now we're done modeling to create the wallpaper just upon the material editor and create a new Corona material. A name it or paper. 01 Click on the diffuse color texture to speed map and just the file E A or paper 01 day. If Dajae show the texture on a few part notice, the texture looks awful because we haven't added you. VW mapping to this object, so go to modify analysts. And that's at you. VW map 20 fire and let's set this to box mapping and changed the length the width and hato 70 centimeters. Now let's create a second material, which is wallpaper also, but it's much darker from the 1st 1 Go to the material editor and create a new Corona material and name it or paper. Zero to next. Let's add a thanks Jeter. We use big map again and juice E a wallpaper 02 DF Dajae Beck. Next, we need to go back to the irritable Polly object and select these polygons and then applied this material by click and drag. Or just click this sign material button except the subject mode. And now we have something like this. Exit isolation mode and select the ceiling object. Now let's create another krone material and name it ceiling and in change, the color failure to 200. When choosing color, you always try to avoid maximum value, which is 255 because using this maximum failure like this will ends up toe over right color and over process rendering time. So I guess it is something for you to take note.
24. Fabric and bump map: next, we will add February texture to our phone each other. So, like a slot material confronted Toe Corona and the name it furniture fabric. Now, before moving on, I'd like you to study how fabric material looks in the real world. As we can see in our image, fabric material actually have some fall off tendency. What I mean by that the surface there is in line with our eyes direction. We looks brighter, this phenomenon very noticeable, especially in velvet type fabrics. Okay, going back to our material, we want to see mullet, that behavior in our material. To do that, we can add fall off material to the refuse color texture. After we have something like this. Now we need to control how the fall off spread. Right now, the black area is very small, so go to the mix curve graph down here. Right. Click on this for Tex changey. Too busy corner and pull down this handle so the white color is pushed to the side. Now we need to add image texture as the sub texture off the black color, which is this non button in here. Click it and select beat map and choose E a fabric Def. George Epic. Now go back to the parent maps. Now we need to change the white color also, but with the same texture. The avoid additional works. Just click and drag these to the white color slog and juice. Instance. Now the full off has no effect, since the perpendicular and the parlor textures are the same. Now, to add some why to it produced this failure down to about 80%. This will reduce the texture and bring more white into the mix. But again, as you mentioned before, always avoid pure white color for texture. So we changed. Discover also toe a bit grace color by changing the color value to 240. Now let's assign this to the sofa and alone chair. Select both off them and go toe isolation mode notice after we assigned them with the material. The texture Still not showing up in a few port, we can go back to the texture map and click this show. Should that material in a few port button, this will force the sub texture to show up in the few part. Now let's at U V W met modifier to the so far and just like before, Set this to box type and let's make the size toe 50 by 50 by 50 centimetres. When you look at the lawn chair, it pretty much done because this object already has you VW map modifier applied before. Now the bottom off the chair and also the so far will be a crow material that we will be adding later in another video. Okay, now we're going to learn a new texture map called bump. These map will make the surface looks bumpy to use bomb map. All we need is a grayscale image. The wider the color in the image will set the sort of face in that area higher and the blackout of the color, the deeper the surface will be balm. Map will not change the elementary. It only affects how the shading at that material sore face at render time to add bomb texture to our fabric material. We need to go back to our parent material, then scroll down and expand this my panel notice we already have diffuse color map. So we know now that this button actually the same with this button up here Okay, Lets go down again and we can see this bomb map. Click the none button just bit map and picked these a fair break bomb Dodge epic file. Go back to parent to control How strong the bump effect. We can set this value notice. When I said this bum fail, you hire the effect, become more pronounce. I'm going to set this back toe only 0.5 as I don't want the material toe become too bumpy. Let's now exit Die solution mode. Lastly, we want to create a cement material for the floor land base. It's basically the same process as before. Name. It's a man and choose a text Europhile name E a man Dave George, APEC. Now we also have bomb texture for this material. So we can at this also in a bump map slot. The file name is E. A Samantha bomb set the bomb failure toe to next at U V W map modifier and set the box mapping and said the dimension toe 50 by 50 by 50 centimetres.
25. Floor and chrome materials: in this video, we're going to create an assigned, reflective and reflective materials into our scenes. First, let's open room 0/12 dot max file or you may continue with your own file if you wish. First, let's create the floor To do that, create a new Corona material and name it floor, assigning to our floor object and then click on the diffuse color map and add tiles. Procedural map. Show the texture on the few part and then at U V W map modifier into our floor object and just use the planner mapping type, said the UV Dimension Toe 300 by 300 centimeters. Notice The gap is very big. We can set these toe 0.5 units. Next, let's change the tire color toe near black. We're going to set this color value toe 15 and for the girl color value that set this down toe 50. To add some reflection, we can go back to the main material and set the reflection Value toe 0.3 and go, Sheena said Toe 0.8. Now we don't want to grow. Toby, as reflective, asked the tile. It can control these by using texture on the reflection color. Just click and direct these tiles that we've created before for this color map and choose copy, then go inside it and change the color off the ground so completely black and the tile toe 100 color value. Using this method, we just mask out the reflection toe appear only in a tile area and not on the growth area. So again, to sum up the white color in the reflection. Texture will make that area fully reflective, and a black will make it fully non reflective. Of course, this texture colors later will be multiplied by this level of value in the parent material . To create a crow material, let's create a new Corona material if discussed, most off the setting and process before, so I believe you already understand most off these steps, set the diffuse color texture of stew, fall off and make the first color value to 80 and the second cholera to completely blank. Now go to the mix curve and set the handle curve down a bit. Okay, now let's go back to the main material and set the reflection. Fail you toe one. An English professional Io air toe around five or a both. Okay, now let's assign this crow material to the door. Handle object, then the don't light the window Fame and the window 1,000,000. Next, we assigned this to the coffee table. The top coffee table should be would later. So for now we just make it all chrome. Next, we're going to add the crow material to Dylex off the lawn chair and the sofa. That's like them, and I saw it Selection for. Select the lawn chair. Go to the Elements sub object mode and select the entire legs. Do us the material and hit the assign button in here now exit subject mode and select the sofa to select the legs. Probably best if he used the front few part assigned the material. Okay, Now we can actually the isolation and select the floor lamb. The process is the same. Select the elements and assigned the material
26. Wood and glossy materials: next, we're going to create a black painted wood material. The reflection off this material should be sub toe and has a mid range ghost in a setting to it. Let's create one and name it would black for the color are used 20 for Hugh, 24 situation and 10 for value. So this color has some brownish tone to it, said the reflection Left toe 0.2 and closing us toe 0.6 applied this material to the cabinets and in the door. Next, we're going to create black material almost identical to the Blackwood. But this one is for the T fi, basil and the painting frames. This one should have almost pure black color and higher glossing us value and also reflection from the Blackwood material. Now to self times, we can simply copy our Blackwood material and that changes from there. So go to material any done and click drag this material to a new slot, rename it toe bears. Oh said the color saturation to zero and set the failure to four. Now said the reflection Failure Toe 0.4 and a glass Innisfail, you toe 0.9 a Sinus material to the TV and the picture frame. Now let's copy the basal material and rename it toe. Can fast places change it? Do almost white color. The color value should be around 200. Now let's like our picture frame, and I saw that the selection now center the polygon and click grow and then assigned the material to it. Now let's move on to our porter plan. We're going to create a white ceramic pot material, but because the color almost identical to the can first glace material, let's just copy from the material and rename it ceramic, White said. The reflection left 4 to 0.6 and glows in aslef photo 0.8. Now add fall off procedural map to the diffuse color, said the first color light gray with color value off 180. And then the outer color value said to 100 curve down the mixed curve, as before a Sinus material to our potted plan. For the wood material, we're going to create two fashions, the horizontal one and a vertical one. Usually, people play around with the U V W map material in sub object mode, but I find it's less time consuming to just create two types off the material. Okay, now let's create a new Corona material and name. It would felt this is for the for tickle orientation at a texture and just the provided file A would 01 day after George Epic, don't forget to show the map in the few part, then add a bump texture. Also using file a would 01 bomb, Jay Peak said. The reflection level toe 0.2 and grossing us toe 0.5 assigned his material to the doorframe . Now let's copy the material and name it would horse. This is for the horizontal orientation off the wood. Now we need to turn all of the texture in his material. 90 degree. To do that, go to each off the texture and set the w ang Go in here toe. 90 degree. We can see now the orientation off the wood has become horizontal. Assigned is material to the plant object now select both off the plane and the doorframe object and add U V W map modifier said it the box type and said the dimension to 100 by 100 by 100 centimeters. So we know now that we can actually add a modifier to multiple objects at once. And this money fire would be inst enshi ated across these objects. No, let's select the two cabinets and isolate selection and then select the top cabinet goto elements mode and select the shelf elements and assigned a horizontal. Would material now go to polygon modes. And so, like only these polygons and assigned a vertical wood material do is also with the bottom cabinet exit isolation mode. Now, obviously, we need to fix the youth VW mapping in these cabinets. And for this I like to show you copy, besting feature inside modifier. So select the plane. The object first, right click on the U V W make modifier and click copy. Then select the top cabinet right click in here and choose past instance. Now the U V W Mac modifier is applied and also instance she ate it to this cabinet. Object Dude is also with the bottom cabinet and a table top off the coffee table. Last is the window glass. Create a Corona material. Name it, we know glass and said the refraction level toe one and reflection level toe 0.7. Now, to speed up the rendering, we can set the thin option in here. This option is helpful for flag transparent object like our window glass here that doesn't require any heavy calculation off, caustic or reflection, a sign of material to the glass object, and we are done.
27. Setting the camera and the sun: before moving on to add more materials. We need to set the lighting force in our scene so we can see an experiment with our materials better. But before we do that, let's set up the resolution and the camera force. As you mentioned before, who said the resolution off rendering We can go to render set up and in the common Deb, change the output with size toe, 1000 pixels and hato 600 pixels. This will make our renderings more white anger. Now notice in a perspective, few part the size of it is not really representing our rendering output size. To fix this, we can go to the second title off the few part and turn on these show safe frame option. We will see the scene in this few part is clip and should have accurate proportion with our rendering result. To create a camera in three DS max, simply go to the create panel camera and click this target camera and quick dreck. From this point to this point, the first click would be our camera position, and the last point will be our camera target position. Now, this is obviously very low camera as it placed on the floor. To set this up first, select the camera and place it on X 87 centimeters. Why minus 570 centimeters and Z 100 centimeters for the target object. Set these two x minus 65 centimeters. Why 400 centimeters and Z 130 centimeters to see from the camera point off You said this perspective Title toe cameras. Then choose camera 001 Now we're seeing as how the camera is seeing are seen. Notice how close or camera to our objects This is due to the F office setting off camera. So select the camera. We can use this method to select the camera object. Know that it's like that we can see in here We have have office setting have off the stand for field off you basically it better minds how wide the angles off the camera that these 2 60 Now we're seeing our scene with wider anger in photography, this value is usually tied to the lens millimeter value. But the nice thing about CG is that we can set the F offi directly with angle degrees. The angle is now good. But as we can see now, these vertical lines off wallpapers and so for ages are not straight off course. This is normal in reward because we have the perspective effect on the camera that is not straight horizontal. But here is the good thing about T. J. Again, we can straighten these vertical lines by adding a special camera modifier called camera correction. To do that while the camera is still selected, click on the modifiers menu in here. Kay Morris Camera correction and magically, our 30 ical lines are no straighten up. Now let's add Corona, Sun and Sky. Go to the Creator, No juice lights and kroner and grown Assad. Now that our perspective pupil already used by the camera, we can click the left Few Port and change it to perspective. Joe shared it in here. Zoom out little and let's create the corn Osan in here set the rotation toe 130 degrees and the angle toe 30 degrees toe automatically. At skylight, simply click this ad krone Sky environment button. No, that is done. When we hit render, you will see something strange. What we see in here is actually the wallpaper from the outside off the room. Now, this is very common ngi rendering engine that all of the surfaces will render as double sided and turn off their back first cooling effect. To fix this, first we select the polygon in that wall section. Detach it a name it well hidden. Then we need to add a U V W map modifier and set this again toe box type with 70 centimeters Failure for each off the dimension just like the race off the wall. We need to add this you VW maps. So this wall, we looks normal when appear in reflections just to play safe. Okay, not less important, Steptoe, make this hidden is to go to the object properties, then uncheck this visible toe camera option. Now this option will make our hidden wall invisible when seen from the camera, but still feasible inside reflection or refraction and casting shadows as objects normally do. Now, if we hit the render button, we can start to see our room lit by the sunlight. To make our rendering even faster, we can select the window glass object and goto object properties and turn off the receive shadows and cachet does. Now the glass will be ignored by lighting system, but we'll still produce reflection off course. In the view, as the outside is much brighter, you will not see any reflection. But if you decide to create a night scene few later, the reflection will show.
28. Translucent and light materials: to create the hidden light at the ceiling ornament. We can put relight objects at the position, but in our lesson in here, we're going to create eight with different approach by using the Corona light material. Okay, select the ceiling object and I saw that the selection go to the front few part and select all of these polygons in this area. Make sure you select only the site area and this area at the top is not selected. Now go to the Material Editor and create a Corona light material, which is this one at the top name it Glow, then assigned Easter. The selection set the color Toby yellowish and set in density to seven exit isolation mode . Now we want to add this also on the down light objects, so select it and go toe isolation mode. Select the polygon at the center and assign the Globe material and exit the isolation mode again. Now we need to duplicate the down my objects. So now go to the top few board hold shift and dragged these to the Sandra release and just instant and said the number off copies failure toe to now at the ceiling to the selection. And after both the ceiling and the down light object are selected, go to the isolation more again, glowing instant this down like object again to this position. Now go to the front, few poor, and we might want to turn after Great by pressing Gina keyboard. Move this up so it's touching the upper ceiling. Go to the top few port again and glowing instant it again. The disposition. Create two duplicates. Then it's like these three and holds Schiff and call it to the left side juice Instance. Now we have a complete number off down lights object in our scene. Next, we will create a translucent material for our curtain. Now you might be wondering what Issa translucent material. Well, basically, it's a material that will pass through some off the lights and also shadow from one side, toe another side, as we can see in this example, images. We can use Thies to simulate, thins or faces behavior such as leaves, papers and fabric like curtains that we have here. Okay, let's start with a simple Corona material. Name it curtain because this is a fabric. We're going to use the full off method for the diffuse color. First set the first color Toby Gray color with color value off 50. Then the second color is a brighter color, with color value off 160. And then we pulled on the curve like before. Now back to our main material in translucency section. We can see this fraction value if we set this to maximum, which it's one. This will make our object fully trance, loosen and make it almost like a sheer material. For now, just use fraction value off 0.2 and said the color toe gray with colorful you off 20 for the leaves were used transfers and material also, but with texture. Create a corona material said the bit map texture for its refuse color map and juice. This file e a portal leaves def dot jp on on the map. On a few parts. Select the product plan and go toe isolation mode, using the elements mode so like only to leave spots and assigned the material. Notice how the texture already nicely placed on the leaves. This is because when I model them, I already apply UV mapping. Tow it, using unwrapping technique. OKay, now let's go back to our main material, said the translucency a fraction to a 0.1 and said the color off it toe green color with Hugh Fell, you are 50 saturation value toe 110 and then fell You also to 110 now. Because the lives in the real world have a small amount off reflection to it, we're going to add it also to our material set the reflection. Leffall toe 0.1 and grossing US toe 0.4
29. Adding interior lights: Now we're going to add krone lights in the places where the down lights exist. To do that, go to the top few port and create a corona light at this don't like object position. Set the ship to disk, said the radios till 10. Now go to front few port and adjust the hate. So it's almost touching the downed light object. Go back to the tough you port again and cologne these juice instant and said it toe to duplicates. We want this to be instances. So when we change one light, all other lights will change. Also next Clone it to this position again. Changed the hate and glowing again until we have all of the down like objects paired with the Koran. Alights. Okay, now, if we hit render, we noticed that the room is still dark and we can see the light This ship floating below the down light objects to fix these First, change the intensity to 500 and then make the color a bit yellowish. Amusing hue value toe 30 saturation to 100 and value to 250. Next set the directionality toe 0.3 to make our lights infeasible at render time. We can uncheck the fishable directly option and then also inject the occluded other lights option. These option went on on. We'll make our light objects. Blocking other lights does make its shape casting shadows Mostly we don't want tohave. Lights behave like that, so usually I always turn this off. Surrender is again and you might see the rendering to be too bright. We can turn down the exposure value toe minus one for the last light source. We want to create even stronger light from the window. We do that by creating rectangle light from the front few part. Go to the top few port and rotate it 180 degree. Change the intensity to 20. Set the with toe 300 centimeters and head to 200 centimeters. Next, let's change the color to be a bit bluish. Set the hue to 145. The separation also toe 145 and a value toe 190. Now we don't want this light toe appear in reflection nor reflections. So said all of these options off it. Render button and we should have something like this
30. TV screen and wall pictures: next, we're going to add material to our TV screen, create a Corona light material and name it Diffie screen on the texture map at a bit map, texture and picked a file e. 85th screen def dot jp. We actually don't need to fix the mapping in here. Next, let's focus on a painting frame. We're going to add a picture at the center off this painting frame. To do that, create a new kroner material. Name it, picture one and add to the diffuse color map a bit map file. Just the blast. Fat hearts about Chip Pick displayed this map on a few part. Now we want to simulate an image that is inside a glass, so we need to increase the reflection value of it. Said it toe 0.3. To assign the material for select the center polygon and click the sign button. Now you might notice that the texture is not showing up. This is because the UV mapping is not applied to this object. To fix this while inside polygon mode, you can add new feed of Will you make money fire. If we do that, I noticed. Do you fear mapping modifier will only affecting this polygon Onley. You can also see these gray box in the money finally is showing that it's actually transferring only the polygon selection to the upper modifier stack. We can collapse this stack by confronting all off this toe unedited Gallipoli object again and the U V mapping will be intact with the object. Call this painting, object to two more instances and just set their position toe anywhere you like. Now we want to make the picture different from one another. Right now we have all of them identical toe Fix this. First we can pick the material. Nor does we have this multi sub object material automatically created by two DS max when we had multiple materials to the painting frame. Object its name this painting frame 01 corporatist material by click and drag this to the other slot. Rename it to painting friend zero to now select the subject material and change the name toe picture too, and change the texture toe Blas felt maple. The jetpack on a map in few parts Now go back to the parent material by clicking the go to parent button twice and now just click directness material for the spending frame object and the material were changed and use different image. Do this also with the third painting frames. When I look at the scene now, I think our painting frame is being too large, so I will scale them down a bit. It's purely my own subjective opinion to do that, just like all of them. Change the Transformation center to use Pivot Point Center and just scaled them down uniformly, I think about the size will be perfect.
31. Carpet material and displacement map: Lastly, we're going to create the carpet material first. Let's start with the same book or or no material now, because carpet is a fabric, we're going to add the fall off effect again so ever fall off the color map said the first color to meet map and select the file e a carpet dif door J pic. Turn on the map one A few part and assigned the material to the carpet object. Go back to parent ones, then instant this texture into the white color map also, and reduce the percentage to 50%. As usual, we changed the curve to push the white color aside. Now we're going to add displacement to simulate the carpet force, you might be wondering what is a displacement map at this place? Man map is almost like the bomb map. But instead of faking the shadows in render time, displacement might actually create a geometry at render time. It's useful to add more detail to our scene without burdening the few part with heavy geometries to add displacement map. We can go to the displacement section down here and click this button and add a bit map and chose e a carpet bombed or J peg. Now, when I hit, render the size off the displacement looks to be and not detailed enough. This happened because of two reasons. First, the displacement texture was designed toe a square. A solution, not stretch rectangle. Second, the displacement amount is not high enough. Okay, so fix the first problem. We need a way to add multiple UV map to our carpet object. So So, like the carpet at the U www map modifier Set these two planner and leave the dimension to its automatic failures. Now, at another, you feed a bill you may modifier again. Use planner also, but now you're specific. Dimension off 50 centimeter by 50 centimeters. Now, using this method, the upper UV map modifier will off right the UV map modifier below it. But if we set this map channel toe to they will not offer lap each other both off. This you female exists in one object, but using different general. Now go to our material displacement map and change this map channel toe to this will make the displacement maps use the second you feed a blue map instead. Now, when we hit render, we can see the displacement map is more details and everything is not detail enough. We can go to the render set up in the performance step at the displacement section, make the screens I speak so toe one. These will make the displacement effect toe, have higher details and then set the max sub deficient, probably gone toe 200 hit render and congratulations. The treaty part off our living room project is finished. Next step is to make our rendering looks better with post processing in for a shop.
32. Rendering: to create our final rendering. Set our solution toe 2000 pixels. To do that, go to the render set up common and check this lock button force and change the with toe 2000 notice. The hate failure will be changed also proportionally. Now let's at reflection render elements as we're going to need them to control some reflection on the floor in for rush off. Later, click the red button and choose CSN. She'll reflect. Now let's set the past limit in here toe 200 so we can leave our computer rendering to do other things we don't have in tow worries that it will keep rendering and wasting energy. This will force the Koran Orender to stop at 200 pass. Now, how do I know that in 200 past, the imagery looks OK? Well, it's based on TV or renderings that we have before other condition or other scenarios may require you to render it more than 200 pass, so it's not a magic number. It's purely based on the pre few rendering process before, so just hit, render button and play with your kids or something. I'm going to post the recording and get back after business finished. Okay, we're back again. After rendering these for 200 pass before surfing the image, we can still change the exposure value in here if you want. We can also get more color information out off burn outs area by using this highlight compress in here. If we said this toe higher value, the image will become less contrast on the bright areas. We will see more visual information, and this is good. If you want to post process this again in for a shop or after effects. If you're happy with the image, simply click this button to save the image. Just the NDF file type. Name it Final 001 Got PNG just 24 bit and turn on our for channel. Next, we need to save our reflection. Render passed on image. Also, to do this, click this lease and choose CIA since your reflect and save it also toe a PNG file, but without the offer General Name it. Final reflection. 00 Wando PNG. For your information off a geno is an additional channel other than energy channels, and the main function of it is to add transparency to the image
33. Post-processing in Photoshop: open the image in a photo shop. Now the nice thing about Corona is dead because we can change exposure and compress highlight before we even safe the image we actually saving a lot of times in post processing because most off the color correction works are already done. Now, I will not go into detail off how to use photo shop as it will be an entire course off its own. I will assume you already familiar with the basic stuff in for a shop. First name our layer to base and then we're going to add a background in the window area. To do that. Opened the file e a big round of PNG. So, like all of it and copy it. Go back to our image file and paste it. Move this layer so it's below the base layer. Name this layer background. Now, the color off the big ground is still too strong, so we need to add a layer above it. Name it glass. Fill it with light science color. Set the blend more to screen and reduce the opacity to around 20%. Okay, we can see the window already. Looks good, but notice Miss area. The floor reflection is not showing the trees that we have here to fix days. We need to open the final reflection 001 dot PNG that we said before they make this whole area except a small triangle to black. Make the image grayscale by using black and white adjustment layer, then used level adjustment layer to make the color off. That area becomes stronger now, collapsed the entire layer. So, like all and copy, Go back to our image composition and paste it at the top and hide it for now. Now let's open the file e a three reflection dot PNG and copy it, then paste it into our composition. Name this layer of reflection. Next we flip the image Vertical E and in place it in the area where there should be a reflection off the three. Now we need to mask this image, and we can master it using our reflection mask that we have before show this layer and then go to the Channel panel were holding the control button click on a thumbnail off the RGB channel. This will create a selection based on the brightness off the color now hide this layer again. Click on the reflection Lear again and click this add layer mosque button down here. If you have selection active, clicking this button will make death selection become a mosque for the image. Set the blame. More toe multiply introduced the opacity toe 90% For your information. The multiply blame modes are used to make layers below it darker to add glows to our down light objects. Create a new layer name. It glows. They use a brush, said the brush too soft brush and used yellowish color. Now go to brush ship setting and make it a bit ellipse. OId now set the glow slayer to screen screen. Blending more will brighten up the image below it, so it is best used as light effects layer, such as glows, blooms or light flares. The screen blamed more is the opposite off the multiply blame mode. No, said the opacity toe 20% and this click on the down light area used the left bracket keyboard shortcut to make it smaller and use the right breaker toe. Make it bigger. First stamp a big brush left breaker twice to make it smaller and click again left Brecher twice again to make it smaller and then click. So we have a thick white color in the center, and as it further away from the center, the bright color become more and more transparent. Now we can do these to the other. Don't light areas. Now let's at another glow earlier. But this one is for the window and the defense screen. Change the brush color to light blue or science color and just click in here. And then here, here and also here. Next we click on a defense screen, so now it has some close to it. Change the blend mode the screen, and we might want to reduce the effect toe half. So set the opacity toe 50%. If you are coming from photographic big around, you must already be a familiar with the term thin year. Basically Vigna Israel camera phenomenon that tends to darken the corners off the photographs, usually photograph furs. Try to avoid this behavior, but we're actually going to create it in here so we have more photo realistic. Look in our composition. To do that, just create a new Leah, name it a senior and use multiply blend more because we're going to make the image darker. Now use a big brush with black color. Use low brush capacity such as 20% and just click in here, then in here, then in here. Do this also with the other corners. After this is finished. Now we have our final image ready to publish.
34. FInal words: Congratulations. You just finished the cars. I hope you enjoy every bits off information I provide in his course. As much as I enjoy making it, I believe with this course you already be a job ready person in three D visualization industry. But to become a great three D artists, there are still tons off stuffs that you need to learn. We've only covered some off it in his cars. I'll be creating more courses in the future in shallow. So follow me to get updates about my courses, if you like. And that's it. I hope to see you guys in my next courses assalum aleikum.