3D World

(Sean Pound) #1
TuTorials
Master large-scale environments

20


manual Placement
Now you can complete the composition by placing
hero objects in the mid to foreground. A Forest Pack
object can be useful here too. Add all the items you need
to the geometry list and add the surface. Enable Custom
Edit mode and you’ll be able to choose and place items
that will have the benefits of using Forest Pack’s point-
cloud display, randomisation and instancing features.

19


scatter v-ray lights
There are more than 350 lights scattered along the boardwalk. No-one
wants to place that many objects manually, but unfortunately Forest Pack can’t
scatter non-geometric items such as lights. Fortunately there’s a workaround.
Select the Forest Pack object used to distribute the lights geometry and use
Forest Tools to convert it to native instances. You can now use Max’s built-in
Clone and Align tool to add an instance of a new V-Ray light that matches the
position and orientation for each of the bulbs.

23


Position lights
Studio Niskota’s no-post philosophy applies to lighting too. Pay close
attention when lighting the buildings to create a believable mood, with the
aim that you could create close-up or even interior renders if needed. Ensure
that lights are added where there are fittings so that they originate from a
believable source, but feel free to also use invisible lights to add accents. For
example you could add lights facing away from the buildings to boost their
illumination of the surrounding environment and backlight the nearby trees.

24


aDD atmosPheric PersPective
Finally we need to create a sense of depth and
scale. This effect is commonly added in post using a
Z-Depth Pass, but it can be achieved at render time
too. Some artists like to use V-Ray Environment Fog to
achieve this, but unless you really need volumetric light
and shadows you can use V-Ray Aerial Perspective which
approximates the same effect but renders more quickly. •

21


aDD the lanterns
The lanterns in the foreground are created using
groups that contain geometry and a V-Ray light to
illuminate the scene. Manually instance and position the
lanterns so that slightly more than half are sat on the
water surface and some are drifting into the sky. To add
blur to the airborne lanterns, add a short animation and
enable Motion Blur in the renderer and camera settings.

22


riPPles in the water
To create ripples where the lanterns touch the
water, first model wavy discs and then place them just
below the surface, one for each light. Use these to add
displacement to the water using a VRayDistanceTex
map to create a greyscale output based on the surface’s
distance to the disc’s geometry. To move a lantern, just
move the disc to update the displacement automatically.

Forest loD
Using a Forest LOD
object you can
change an item
based on its distance
from the camera or
size in the render.
Often the biggest
performance gains
come from reducing
the complexity of the
shaders rather than the
polygon count.
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