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Saturday, 7 April 2012

Multi/sub- object material in 3ds-Max


Multi/sub- object material in 3ds-Max


Multi/sub- object material is very useful material in side 3d- max. By default we have only 24 material slots. If we need more than 24 than we required this Multi/sub- object material. Multi/sub- object material works on polygon ids. First we have to create polygon ids and then we can use Multi/sub- object material. Here we are going to set id’s first and then with the help of Multi/sub- object material we can assign different materials and texture to it.

Step 1: - Create a model in your scene. We have to set material ids first.


Step2: - For material ids select polygons and go to polygon material ids on command panel. Give any number in the input box. These polygons are now having an id and the id is that number which we have given. You can check this by entering the number and click select id it will highlight the polygons related to that id. You can create as much ids as you want.








Step 3 :- Now go to material editor by pressing shortcut key M. choose an empty material slot and click on standard tab. Here select Multi/sub- object material to load in that slot.



Step 4:- Here you can see different ids. Here we can delete ids, add ids set number of ids etc. Here you can see I have given my polygon ids from number 10 to 18. 

 


Step5:- Now click in front of an id and choose a material and apply a texture repeat this process for other id slots.
 




Step 6:- Apply this Multi/sub- object material to your object and click to show in view port. You can see the materials and texture according to your ids are placed.



Wire frame render with A.O in 3ds-Max


Wire frame render with A.O in 3ds-Max

When we want to show topology of our mesh than we need wire frame render. Normally we have an option available in materials basic parameters for wire frame render. We have to just enable that option. Here we want to render Wire frame render with A.O in 3ds-Max. This will add more depth to our render output. To do this we are going to use composite material. Composite material is very useful and good to blend different materials. There are lots of options available for blending like add, sub and multiply.

Step1: - Create a model in your scene.


Step2:- Now go to render settings and choose mental ray as renderer. We are choosing mental ray as renderer coz we want to use A.O in our scene.



Step3:- Now go to material editor and select an empty slot. Click on standard button option and choose composite material from here. It will load this material to your selected material slot.




Step4:- In composite material select first slot and click the input box to open it. Now here choose standard material it will load in composite materials first slot. In standard materials diffuse map slot click the input box and choose ambient/reflective/occlusion.


 
Step5:- Now set the values for A.O like samples and spread etc.



Step6:- In composite materials select second slot and click the input box to open it. Choose again a standard material and enable wire option. It will show your material in wire frame.



Step7:- Here we have to change mode of our materials put A.O material in add mode and wire frame material in sub mode. 


Step8:- Assign this composite material to your object. Render it to see the final output.

 



     

Friday, 23 March 2012

Wire frame render in Maya


                                       Wire frame render in Maya     

Wire frame rendering is just a way to show the wire frame and topology of your mesh. For this we have to use wire frame render. In Maya you can do this in number of ways. Like vector render, toon shader, mental ray etc. we are going to bake A.O and wire frame together. For this we are using mental ray and ambient occlusion.

Step 1: Create a project folder for your project. Here we have a 3d model in our scene. Now go to render settings and select mental ray as renderer.  If it’s not showing than go to plug in manager and load from there.


  
Step 2: Open hyper shade and select a lambert  shader. Assign this lambert shader to the selected object.


Step 3: Again in hyper shade select surface shader and mib_ambient_occlusion. For mib_ambient_occlusion we have to go under mental ray tab and click on textures and select mib_amb_occlusion. This will help us to get ambient occlusion effect on our geometry.



Step 4: Now connect this mib_amb_occlusion to surface shader as a default. Here we check the sample rays and spread values for our occlusion. Adjust according to your need. 



Step5: Now we are going to connect this surface shader under lambert shaders color node. It will open the connection editor. Here we are going to connect out color of surface shader to color of lambert shader.



Step6: Now select lambert shader and go to its shading group. Here go to mental ray tab and open contours. Now check enable contour rendering. Adjust the line width and line color form here.


Step7: In render settings go to features and open contours. Here check enable contour rendering. Under the draw by property difference tab check around all poly faces. Just render once to see the result. Open mib_amb_occlusion  by double clicking on it. And set ambient occlusion settings like sample rays and spread etc. render again to see the final result.