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  Tutorials 3D Graphics Tutorials Maxwell Rendering in 3D Max

Maxwell Rendering in 3D Max

graffititools Tutorials Sep 14, 2010

1.
First we have to create walls, so in top view we draw lines:

image 1


2.
Now, choose Extrude modifier and set Amount to 400:

image 2


3.
Next we have to convert our object to Editable Poly - just click right-mouse-button and fallow the instructions shown on the image:

image 3


4.
Now select all polygons or use element (mark on red on the image) and use Flip options:

image 4


5.
Next, select all vertical edges like on the image:

image 5


6.
Now we will use Connect tool add new horizontal segments:

image 6


7.
Now lets select all vertex that are marked on red on the image:

image 7


8.
And move those veryex up a little:

image 8


9.
Now, select few polygons - where should be windows:

image 9


10.
Next, choose Bevel tool and set its values like on th eimage:

image 10


11.
Next step is to choose Extrude tool and set its Height to -25:

image 11


12.
To finish our windows we just have to delete selected polygons:

image 12


13.
Now it is time for play with maxwell - put camera Maxwell Target in the scene:

image 13


14.
To see is it ok we have to change perspective view to Maxwell Camera:

image 14


15.
In camera parameters choose 35mm Stock Lenses:

image 15


16.
Now, when our main scene is finished it would be nice to have some furnitures in it - to make creation process faster we will use some models from Evermotion archmodels vol. 1. There are more than 100 high detailed models in *.max, *.3ds, *.obj and *.dxf files. If you are interested, you can purchase them for 99 Euro. More info can be found HERE:

image 16


17.
When we set Maxwell renderer you can set that samples of materials in material editor are disabled. Hope, guys from Next Limit will change this bug as soon as it possible:

image 17


18.
Now, lets assign shader maxwell difuse to the walls:

image 18


19.
For armchairs and couch lets assign maxwell plastic:

image 19


20.
Legs of table will have maxwell metal shader:

image 20


21.
And top of teh table will have maxwell dielectric shader:

image 21


22.
Now lets create emiter that will simulate sun. Of course, Maxwell has got its own sun simulation but we want to create it by ourself:) So lets create plane 30x30 - it have to be set on correct angel, depends on sun position. Next we assign shader maxwel emiter to it. And we change its color on white/yellow:

image 22


23.
Now we set our renderer. Change render time to 120 minuts. Maximum bounce to 5. Turn Low quality on and Phisical sky too:

image 23


24.
Here you can see rendering process:

image 24


25.
Well, we have to change Shutter speed to 560 - this should make our render darker:

image 25


26.
And I think we should change color of our furnitures:

image 26


27.
Now, lets turn low quality off:

image 27


25.
Well, we have to change Shutter speed to 560 - this should make our render darker:

image 28


28-31.
Here you can see few steps of rendering process:

image 29


image 30


image 31


image 32


32.
The last think I would like to corrct in our scene - change position of sun emiter and its Intensity. And lets change Shutter speed one more time:

image 33


33.
Here you can see final resoult:)

image 34

   

ABOUT THE AUTHOR

Dharaa VShah I'm a Web-Graphic Designer, Freelance and Webmaster, blogger and more. I like to push the boundaries. I love creating unique, clean, usable design for the web and other digital sources.
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