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Global Illumination using Final Render


This tutorial is for the cebas final render plugin.We will be using hdri for creating very realistic images.First thing we will need is our hdri map,get it here:

image 1
Fig 1a

Now, start up Max and in the perspective viewport create a plane for the floor.This should be large enough so that it covers most of the viewing angle. Next put a final render texture and in the diffuse slot you can put whatever map you want on it, but try to make it a hi-res ground mat for this exercise.

Next thing we are going to do is create a chamfer box and a sphere. Place them wherever you want on the plane, Once again create final render materials for them

by clicking the standard button in the material editor. For the diffuse for the chamfer box, select any bitmap that you like, but for the sphere, turn your diffuse to black and set the specularity to 100 and glossiness to about 45. Now scroll down a little more in the mat editor and under the final render tab use the setting that i have in fig 1.a.

image 2
Fig 1b

For the next step we will go up to the environment and select bitmap hdr after you click the map button. Now drag it over to an empty spot on the material editor and under bitmap parameters, select the campus probe hdri map that is supplied above. Scroll down a little more and under rgb channel output select hdr and set the hdri exposure to a -2. Now create an omni light anywhere in your scene and turn off the diffuse leave the multiplier at around 1(default).

image 3
Fig 2a

Now, finally we go to the final render parameters and use the settings that I have in fig 2a. You may tweak them however you want. This is just an just example setting that i use.Now render and you should have something like this. Good luck....

Global Illumination using Final Render Tutorial: Final Result



Author's URL: Rick Grandy
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