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Скачать или смотреть finalRender trueHybrid(TM): Lights & Volumetric Live Recording Tutorial

  • Cebas Visual Technology
  • 2017-10-26
  • 481
finalRender trueHybrid(TM): Lights & Volumetric Live Recording Tutorial
3dsmaxcebas visual technologyMaxprocedural fxrenderingfinalToonfinalRendermoskitoRendermovie fxarch vizarchitectural visualfr_AreaLightfr_EnvironmentFoghybrid_renderingvolumetric_lightmaterial_editorarray_toolActiveShadefr_raytraced_shadowskylightphotometric_lightsrendering_night_lamps
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Описание к видео finalRender trueHybrid(TM): Lights & Volumetric Live Recording Tutorial

In this amazing trueHybrid finalRender LIVE recorded tutorial, Edwin Braun gets into the nitty gritty of the all-important lighting in a scene,
and how to play around with it. Get you free finalRender copy at http://www.cebas.com/finalRender

Keypoints covered in this tutorial:
Types of Lights
Exposure control
Modifying the Aperture / Shutter Speed / ISO values via 3dsMax Physical Camera;
positioning 'light' to the scene object

Photometric Lights : Free Light
ActiveShade mode for real time feedback;
Enhancing light source using the Templates: e.g. 'Street 400W'
Intensity : Dimming values
Target Light
Standard lights : Free Spot light
duplicating using Spot Light to a 2nd bulb source

-adjusting / using Decay : Type: Inner Square Start value
adjusting Intensity : Multiplier to 20

fR-RayTraced Shadow
Spot Light Parameters : playing with the Hotspot / Falloff values
playing with the Far Attenuation to control zero light areas

Adding on 3dsMax : Standard Light: Skylight
Multiplier : 0.02

Omni Light (not necessarily for night scene)
finalRender supports every LIGHT TYPES in 3dsMax, this is not the case with all renderers in the market
Omni light adjustments: Multiplier (5) with Inner Square / Far Attenuation (Start 80, End 660)

fR- AreaLight
finalRender trueHybrid offers the best flexibility in terms of light support you can get on 3dsMax.
adjust Color / Shape: Light size, Instance; duplicating.
using the make 'Visible' under Shape;
using Multiplier increase value for random rays effects
If hide 'Visible' (off)
IES Light : Photometric Web e.g. Point Stadium
The above gives FR combined control pf Area Light and IES Light

In-depth fR-AreaLight
Controlling values via Directional % (such as restricting angle of area light in scene...) e.g. 85% which resembles the Spot Light effects. fR-AreaLight is physically accurate !
Far Attenuation : Start (0.0) End (increase value) - watch the changes in ActiveShade real time mode
again, how to control areas you want that has no light dispersion
Edwin talks about the random ray effects that appear like sparkles on the scene ground : this is random rays 'Unbiased' path-tracing rendering simulation.
How to reduce the sampling of these random rays effects using Surfaces: On 'Specular' and see what happens.

Array Tool
creating more street lamps in 3d perspective using Array tool.
Instance thhem
Active Shade rendering in viewport
reduce the angle, and set Directional % to 55.
adjusting Color : Kelvin (2700) to throw a warm brownish light

-VOLUMETRIC LIGHTS
Select the Atmospheric Apparatus: Box Gizmo and drag to the Street Lights;
Call up Environment tab : add Atmospheric effect combined with fR- Environment_Fog : pick your Gizmos
fR_Environment_Fog : adjust fog density;
the trick here is how you balance the sampling values of Fall Off and Step Size; casting shadows.

MATERIAL EDITOR
control density and fog with a material map;
under finalRender Environment Fog : increase density 0.1
NOISE parameter in Matl Editor: adjust Noise Threshold
adjust Fractal and Fog Color.

#finalRender, #gpu_rendering, #hybrid_rendering, #3dsMax

Get your own trueHybrid finalRender http://cebas.com/finalRender now.

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cebas Visual Technology major flagship software for 3dsmax/3dMax includes 2017 major release finalRender trueHybrid (TM), thinkingParticles, finalToon and PSD-Manager.

finalRender trueHybrid launched in September 2017. Go to cebas.com/finalRender for more info. Email [email protected]

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