Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Render Elements
Ambient Occlusion – Self shadowing / contact shadows
Save the file with the name Main ex. Main.max This is
done to stay organized and it leaves us with an
untouched file that we can always go back to if we have
any problems later on.
3. Rendering Passes
Ambient Occlusion
Save the file with the name “AO”
Change the render to Mental Ray
In an empty material slot make a Mental Ray Material
Under the Basic Shaders section click on the button that
says “none”. Then in the popup window choose the
Ambient/Reflective Occlusion (base)
In the samples slot you may need to change the number
according to the value desired. I choose between 200
and 300. The Max distance may need to be adjusted
depending on the scene as well. The Max distance is
very important for indoor scenes. For this tutorial I used
a max distance of 50.00
Apply this material to everything in the scene then
render.
Save this image with a file format that contains alpha
channel information. For this tutorial I save all my files
with the extension file type .tga
Save scene
Shadows
Open Main.max
Save the file as shadows.max
Under the render elements tab add the element
Shadows.
Hit Render
Save the image. I saved mine as Shadows.tga
Save Scene
4. Alternatives
Hmatte
Open Main.max
Delete all the lights in the scene.
In an empty material slot change the diffuse to pure red
make the Self-Illumination 100
Do those same steps and create a pure green and blue
material as well.
Make sure there are no specular highlights.
These materials allow us to make several alpha
channels in one render based on red, blue and green.
Use these materials to separate major objects. Such as
a background or floor from a foreground object.
Then hit render and save. For example for this render I
saved the image as HMatte.tga
5.Compositing
Order of elements when compositing
This is the order they should appear In the compositing
program. Zdepth being on the very top most layer of the
composite all the way through to the Diffuse which is on
the bottom (base) of the composite.
Along with the order of each layer there is the
corresponding layer blend mode listed as well.
Zdepth = adjustment layer
Specular = screen
Reflection = Add
Ambient Occlusion = Multiply
Shadows = multiply
Lighting = Screen or Multiply depending on scene
Diffuse (Beauty Pass) = Normal