Keep 3DLuVr online!
3DLuVr Logo
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
 3ds max
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Poll Archive
 How to IRC
Log in to be able to post comments to the news items, forum posts, and other facilities.
Not registered? Register!     Lost Password?
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Lighting, Texturing, Rendering in 3DSMAX: Part 1
Added on: Sun May 12 2002
Page: 2 3 

Welcome to the first part of a 2-part tutorial covering texturing and lighting in 3d studio MAX R4. This first part will concentrate on lighting and rendering, while the second part will cover texturing utilizing MAX's procedural textures.

The lighting process in 3D Studio MAX has become much improved the last year, with many new renderers that have overflown the market.
These new renderers take advantage of fancy lighting simulations with lightbouncing calculations to properly light a scene.

However, these renderers are not flawless... they cost money. The few people that have money to buy these renderers, go away. The rest of you...

Max's scanline renderer is in my humble opinion, highly underrated. Blazingly fast and is capable of producing some great renders as long as you know how to use it.
I've talked to a few people about this and the common opinion to the reason why people go "hey, that's a crappy 3d studio MAX render, right?", seem to be the
"plastic" look and feel of the renders.

From now on, in the tutorial, I will refer to this look as the BS, or Bryce Syndrome, or BullShit...

The BS uses the standard settings for all things concerning rendering in MAX. I will try to break down the different reasons to why this look the way it does,
and how to bypass this... starting with the lighting.


This part will cover outdoor lighting, but the same technique can be used for indoor scenes...To understand the way light behaves in a real world situation. I can recommend the book "Digital Lighting & Rendering" published by New Riders Publishing.

I will begin by showing a standard rendering from MAX. All I did in this render was the model, added one directional light with shadowbox checked, and pressed Render. The scene file is available:

Lets start to light things up a bit. The fancy renderers I talked about earlier simulates the way light behaves in the real world. We will now simulate a simulation of the real thing... huh? Wait, you'll understand.... if you already do, just ignore my newbie-helping comments.

� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.