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glossy material for ball
show user profile  shelby
I'm not so experienced with 3ds max, and I guess my question is quite simple for all the pros out there.
I have this sphere I've done and I just cant seem to give it a cool material. I want it to be red and shiny like a ball. Someone who knows how to give my ball a realistic feel? ANY, example someone explains makes me glad!

And one more question, it's when I render my ball, it gets like a little blurry and not at top quality. I'm using the fileformat PNG as I want the background to be saved transparent. How can I fix this?

Thanks
read 2540 times
6/27/2007 7:47:30 AM (last edit: 6/27/2007 7:47:30 AM)
show user profile  mrgrotey
First off look into the raytrace material for nice reflections, although it does need something to reflect i.e. either other objects around it or a bitmap image in the enviroment slot, change its diffuse colour to the red you want and then change the reflection colour to a mid grey so it reflective but still shows the diffuse colour thorugh it.

is the render blurry before you save it? if it is then its got nothing to do with what format you save it in. i use pngs quite a lot and never had any problems. can you post up an image?



read 2539 times
6/27/2007 7:54:33 AM (last edit: 6/27/2007 7:54:49 AM)
show user profile  shelby
ok i've tried now with the raytrace but mine looks none cool at all.. problably because of the enviroment pictures im trying :/ I saw a cool example on the logo at this site: http://www.aversis.be/, the green and blue spherethingy object has really cool material. That is nearby the result I'm looking for.

And with the quality, is there some way to get the absolute top quality when rendering? Any boxes I should check/uncheck ? xD If not, that's ok. here's my sphere how it is right now:

read 2512 times
6/27/2007 10:23:03 AM (last edit: 6/27/2007 10:24:09 AM)
show user profile  shelby
how is it possible to make the same effect on my sphere as on the ones on the website I reffered to? :
http://www.aversis.be/

read 2485 times
6/27/2007 12:32:17 PM (last edit: 6/27/2007 12:32:17 PM)
show user profile  Poopsmith
you need an hdr environment to reflect, and some slight transparency in the ball.
3d 2d digital artist special effects poopsmith

read 2482 times
6/27/2007 12:35:41 PM (last edit: 6/27/2007 12:35:41 PM)
show user profile  mrgrotey
here a tut for you :) (The settings below will only work in older versions of max, I used max7 in this tut. Newer version will need to be adjusted to suit.)

1. Create your ball.

2. Create a ground plane object underneath it.

3. Create 3 other plane objects, one either side and one above the object (these will act as lighting cards like you get in studio setups) (see pic below for rough positioning)

4. open the material editor choose the first material and rename it ball_material

5. click on 'standard' and choose 'raytrace'

6. change the diffuse colour to a suitable one. (see pic below)

7. click the small grey square next to 'reflect' and choose 'falloff'

8. change the top colour to pure black (red=0, green=0, blue=0)

9. change the bottom colour to very dark grey (red=50, green=50, blue=50)

10. change the falloff type to 'Fresnel' (see pic below)

11. Appy the material to the ball mesh

12. CHoose another material sphere and click on the small grey square in the 'self-illumination' section and choose 'output'

13. apply this material to the 3 plane objects around your ball (not the ground plane, just apply a standard material with a light'ish neutral colour to that)

14.set up you camera in front of the ball

15. hit F10 to bring up the redndering window, in the 'common' tab, scroll down to 'assign renderer', click the button next to 'production' and choose 'mental ray'

16. in the 'indirect illumination' tab check 'global illumination'

17. scroll down and check also 'final gather' (1000 samples ay be a little high for a test render so kick it down to 500 for now until you're happy with the results

18. add a skylight to the scene and put its intensity right down to say 0.1.

19. hit render and you should come out with something lcose to this... (although i upped the setting a bit more than ive shown here to get a slighhtly cleaner image)


as you can see the output material turns the planes into light emitting cards.


if the scene is a little dark turn the rgd level value up in the output material settings


thanks to dd for helping me figure this one out on msn :)



read 2450 times
6/27/2007 3:32:03 PM (last edit: 4/6/2010 12:01:11 PM)
show user profile  Bolteon
gah, you goober... use LWF.



-Marko Mandaric


-------------------------------------------
. : m a r k o m a n d a r i c : .
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read 2441 times
6/27/2007 3:41:14 PM (last edit: 6/27/2007 3:41:14 PM)
show user profile  mrgrotey
LWF? what what what?



read 2436 times
6/27/2007 3:44:53 PM (last edit: 6/27/2007 3:44:53 PM)
show user profile  Nik Clark
Linear work flow?


Click here to send me an emailClick here to visit my websiteClick here to visit my photo gallery on Flickr

read 2423 times
6/27/2007 3:55:30 PM (last edit: 6/27/2007 3:55:30 PM)
show user profile  VKotek
LFW = Low Weight Fronat ;)
Vojtech Kotek

read 2420 times
6/27/2007 3:56:51 PM (last edit: 6/27/2007 3:56:51 PM)
show user profile  mrgrotey
ah ok v-ray stuff yeah? hmm, owning vray may help to achieve that bolts :)



read 2415 times
6/27/2007 4:01:27 PM (last edit: 6/27/2007 4:01:27 PM)
show user profile  mattymoose
hey grotey, does the 'output' material only work with MR? and what exactly is it doing?


read 2412 times
6/27/2007 4:04:02 PM (last edit: 6/27/2007 4:04:02 PM)
show user profile  mrgrotey
yeah it only works with mental ray (if you only have a choice between mental ray and scanline that is) and only if final gather is on, it basically makes the object its applied to into a light and 'rgb level' value is the lights intensity. you need a skylight too but set it really low so the output objects takover. im an extreme n00b to this method as i onyl learnt it just before posting this.

[edit] btw you can only see one card in that last render because obviously its not 2-sided material and the other normals are facing away from the camera



read 2408 times
6/27/2007 4:07:35 PM (last edit: 6/27/2007 4:09:01 PM)
show user profile  graphix72
Hey, you could use these "light cards" as overhead lighting for a hallway or an office building... right? Or something like the corridor in a spaceship. This is brilliant, Mr. Grotey. I've been asking about simple overhead lights, and I think this will help me solve that problem.


read 589 times
5/11/2010 10:18:37 AM (last edit: 5/11/2010 10:18:37 AM)
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