|
Mastering
3D Studio MAX R3 |
|
|
| WARNING Jagged
edges on shadows can detract from the believability of your animation.
Check some single-frame renders to see if your shadows are aliased.
|
Sample Range This parameter affects the softness of the edge of
your shadow. A lower value averages a smaller range of pixels, making
the edge sharper, with the potential for jagged aliased edges. Higher
values average a larger range of pixels, softening the edge.
|
|
| WARNING If you
set the sample range too high, you can get banding around the edges
and drastically increase your render time. If you have the time and
the RAM, you can reduce the streaking by increasing the map size (or
by switching to raytraced shadows).
|
Raytraced Shadows
Raytraced shadows calculate the projection of the light more exactly.
This is often called more accurate, so lets consider
what that means. It means that, if lighting in the real world behaved
as CG lights do, shadows would look more like raytraced shadows, with
exact, crisp edges and dark interiors. Since the raytracing calculation
includes transparency, you can get more correct shadows of transparent
and translucent objects. Raytraced shadows are also resolution-independent;
they can be resized without getting the aliasing problems of shadow maps.
|
|
| TIP Using raytraced
shadows is the only way to get the wire-frame material to cast a wireframe
shadow.
|
The problem with raytraced shadows is those exact, crisp edges. In the
real world, light is bouncing all around and shadows can have very soft
edges. Those hard edges, for all the claims of accuracy, are not always
realistic. You can improve the realism of raytraced shadows by reducing
the Density setting. To summarize the pros and cons of raytraced shadows:
Advantages
| Disadvantages
|
Accurate shadows on transparencies
| Lack of edge softness control
|
Clean anti-aliased edges
| Longer to calculate (render)
|
|
|
| TIP You can
fake soft edges by rendering your shadows separately, using Matte/Shadow
materials covered in Chapters 9, blurring them, and then compositing
them back.
|
Overshoot
The Overshoot check box of spot and direct lights allows you to cast
light outside the volume of the cone or cylinder. This allows you to limit
shadows to within the falloff cone without limiting the illumination.
|
|
| TIP To simulate
sunlight, check Overshoot on a direct light to illuminate the entire
scene, but only cast shadows within the cylinder of the light.
|
Shadow Color
New to MAX R#,you can now choose a color to apply to your shadows.
|
|
| TIP Use Shadow
Color to add depth through contrast according to the color shift principle
described later in this chapter.
|
Map
Also new to MAX R3, you can now apply a map to blend with your shadow
color in your shadows. This can be used to simulate refracted light through
liquid, like the caustic shadow a glass of wine casts on to a table. You
also need to check the box in front of the word Map in order to turn it
on.
|
|
| NOTE The map
applied to a shadow is not the same thing as shadow-mapped shadows.
You can apply a map on top of both shadow-mapped and raytraced shadows.
|
Atmosphere Shadows
The Atmosphere Shadows check box enables a light to cast shadows of atmospheric
objects such as fog. The opacity and coloration of the shadow can be set
here, too. Atmospherics will be covered in more detail in Chapter 11.
Affecting
Surfaces
The Affect Surfaces settings adjust how a light affects objects in the
scene. Table 10.2 describes the effects of these settings.
Table 10.2: EFFECTS OF AFFECT SURFACES
SETTINGS
|
Control
| Effect
|
|
Contrast
| Controls the difference between the diffuse
and ambient areas of the illumination
|
|
Soften Diff[use] Edge
| Controls the softness of the actual edge
between the diffuse to ambient falloff
|
|
Diffuse
| Independently affects the diffuse properties
of an objects surface
|
|
Specular
| Like Diffuse, allows you to independently
control the specular properties of an object
|
|
Ambient only
| Affects only the ambient part of the illumination
|
|
|
|
| TIP Uncheck
the Affect Specular check box to remove white hotspots
or glares from the specular area of flat surfaces.
|
Projecting
Maps from Lights
The Project Map settings, available for all types of lights in MAX, allow
you to apply any map as a filter to generate interesting lighting effects.
This kind of light is commonly called a gobo. Using an .avi
or QuickTime movie will create a movie-projector effect.
|
|
| TIP Use animated
noise maps on a gobo to create caustics on water surfaces. Project
a gobo of leaf shadows onto a wall to simulate light passing through
the leaves on a tree without having to model the tree.
|
Adding Atmospheric
Effects
Volumetric lights are lights that shine in the air they pass through,
rather than just on the objects they reach. The classic image of sunlight
streaming into the Pantheon through the oculus in the dome is an example
of volumetric light. In MAX, we use volume lights to create this effect;
volume lights are essentially lights with fog in their path. The parameters
of the fog can be adjusted for different effects, as we will cover in
Chapter 11.
Lens effects simulate the glows and distortions made when shooting light
through a lens (a camera or your eye). An example of this is the glow
we see around a light shining straight at us and shooting off into spikes
of light. Lens effects will also be covered in Chapters 11 and 12.
Prior to MAX R3, volumetric effects could only be assigned to lights
through the Rendering Ø Environment
dialog box, and lens flares could only be assigned through Video Post.
You can still use these methods, but now you can also use the Atmospheres
& Effects rollout of a light object. Use the Add button to bring up
the Add Atmosphere or Effect dialog box. The Delete button, obviously,
deletes the volumetric or lens effect from the light.
© 2000, Frol (selection,
edition, publication)
|