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Material Tutorial: Glowing material

“Material Tutorial: Glowing Material ” by Florence Design Academy
It is very important that you enable Final Gather (in max 9 the option “SAMPLES” is called “rays per FG point”) since the glow effect and the emission of light will be possible only with this setting. The higher the number in FG Samples/ FG point the better will be the quality. Put 1 for low quality (for test renderings – Image 2- ) and 250-400 for good quality.

Image 2

Image 3

Image 4
If you go to increase the value in MAX BOUNCES – image 3- (in Max 9 it is called DIFFUSE BOUNCES – image 4- ) in the Final Gather panel, you will be able to give more energy to your light effect. It is possible to illuminate an entire room by using the MAX BOUNCES setting: the indirect light that comes from the light that bounces on the walls will add more realism to the scene. But it takes much more time to render the scene. You should have additional lights anyway to achieve a perfect illumination of your interior (this kind of technique and all light settings are explained during the lessons of the Florence Design Academy).
Try to make this small experiment: Create a box, and place a sphere on top of it . Assign to the sphere a glowing material and enable all settings explained before (don’t create any light). In the rendering you will see that all the scene is illuminated and that the sphere is emitting light. But i is clearly visible that the illumination is not coming only from the sphere. If you don’t create any light 3D Studio Max will create a default light. But what if you don’t want this additional default light of 3D Studio Max because you need a very dark scene in which only the sphere is visible as glowing object ? Let’s go on with our small experiment :Just create a Mr Omni light, and disable it from the modify panel (uncheck in the beginning of the panel the slot “ON”)
Make a new rendering. Only now the scene is how it has to be in reality. The only light which is illuminating the scene is the sphere.
 

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