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Lighting in 3ds max 2011
Lighting in 3ds max 2011






Please read the sample data instructions before downloading. In order to follow this tutorial, you may want to use the supplied files.

Lighting in 3ds max 2011 download#

NOTE: Refer to the MAX/VIZ Help for extensive notes on use of IES Sun, IES Sky or a Texture Sky Download Sample Data This basic setup and settings routine can be fine tuned depending on the effect required New users can use this routine as a 'good start' and it will help them understand what settings effect the lights and shadows. Arnold can remove noise easily when it knows where lights are, by sampling the lights directly, but will have problems if there are bright "directional" patches not tagged as lights that contribute significantly to the scene's lighting.The following routine sets up a standard Sunlight System (this uses a target direct light), including ambient light and standard shadow map settings.For example, a character whose face is lit by bounce light only: it will be much less noisy to add a specific bounce light. Another method to reduce noise is to remove the cause and fake it with special lights.Noise could be caused/exacerbated by non-energy conserving shaders, networks or settings.Noise could come from things not visible in the render (behind the camera).A workaround is to add a light decay filter with a very low near start value to avoid samples very close to the light. The inverse square decay in the light will make those nearby surfaces extremely bright. Light Decay Filterįireflies can also be caused by indirect diffuse illumination from very bright hotspots, in particular when the light sources are very close (or even touch) nearby geometry, such as a light's cabinet or enclosure. However, this will affect the final dynamic range of the render. If you clamp high sample values, a single stray sample will now be diluted and not affect the final color as much. Sample clamping can help eliminate this kind of noise. That single sample will make the whole pixel become white (a "firefly"). If one of those is a high-valued specular ray (coming from the reflection of a strong light), then there will be many samples with low values and a single sample with a value in the thousands. Usually, hundreds of samples participate in a final pixel color. Fireflies and Sparksįireflies ( bright 'spike' type noise) are typically generated from the reflection of a strong light on a shiny, low-roughness glossy surface. More samples will refine the quality of the solution. The samples are distributed according to the volume density. This noise is caused by a lack of samples in the Atmosphere_volume shader. So if the Camera (AA) samples have to be increased to remove DOF noise, the other settings must be lowered to keep render times manageable. However, if DOF or motion blur is not a concern, then increasing Camera (AA) samples would fix all noise elsewhere but would also slow render times from the unnecessary rays.Ītmosphere_volume noise will occur within the shadowed regions of a beam of light. As an artist is usually working to a render time limit or amount of rays the aim is to allocate those rays as effectively as possible to minimize the noise in the most efficient manner. Noise nearly always comes from insufficient sampling, but increasing sampling for the wrong rays can make the render times increase without helping to remove the noise. Non-energy conserving shaders, networks or settings.Noise can be caused by: Insufficient Sampling: The first step in removing noise from your renders is to identify where it is coming from.






Lighting in 3ds max 2011