Linggo, Enero 27, 2013

3dsmax 05: Gamma

3dsmax Mental Ray 05: Gamma

After dealing with all the settings to have a production rendering, we still have to deal with the image itself. By default, 3dstudiomax rendering will produce a dull and saturated image. This makes your image flat, almost removing the appreciation of depth and its colors are inaccurate.


This rendering sample shows the default image 3dsmax produces, the colors are dull.

now lets try and apply gamma correction to our scene before rendering, PRESS 8, to access the environment and effects window.



































click the setup gamma / LUT settings





Enable the gamma/ LUT correction and put the value of 1.8 or 2.2 on the gamma, input and output gamma.

With Gamma correction, our image looks sharper, colors are more vivid and true. This will make our production render appealing for printing.


3dsmax 04: MR materials

3dsmax 04: MR materials


Material set up


Hi again for another installment of chitorial. This tutorial will discuss more on material set-up on mental ray 3dsmax. A big advantage of mental ray over other rendering engine is its template of good architectural materials. Mental ray made it convenient for us Architectural visualizers to just pick and drop materials for our everyday use, tough some of them needs a bit of tweaking to achieve a more convincing output. This is a large ground to cover so we will just cover the basic use of the template materials that mental ray has to offer. With that, lets begin by accessing the material editor.

Material editor hotkey = M

Material editor panel


1. Material Map Browser - where you can save and pre-load your personal materials
2. apply material to selection icon - discussed, scroll up
3. show material in viewport - shows the tiling of your material in viewport, always click this
4. go to parent icon - the "go back"  to main material menu icon
5. eye dropper tool - lets you get materials from a model, use it on aec models since it has standard materials by default. and change each to a compatible arch & design material.



By default, the material editor has standard materials set on its material samples (sphere). But since we are to use mental ray as our rendering engine, It will is logical to use a material that is compatible with mental ray. to change that, click on the standard button.

note: arch and design and architecture materials are 2 different things, do not use the latter.
tip: double clicking the material will view the 


This will automatically prompt you to a material and map browser, then select arch & design (mi)


It will change all the parameters of a standard material to an arch & design.

To speed things up, quickly look for the (Select a template) pull down options just above the arch+design logo. It contains a bunch of architectural template that is vital for our visualization. You can apply the material to your object by drag-drop it directly (not a really good way on doing it) or by selecting your model first then click the apply material to selection icon.

note: It is advisable to try every template.


Before we get excited testing everything, lets look into the first 3 templates

1. Matte finish - any object without sheen or gloss to it,

2. Pearl finish - can also be closely related to satin finish, this appearance can be generally used for low sheen/gloss objects.

3. Glossy finish - need is say more?

The other finishes are self explanatory and provides us with an accurate level of sheen and reflection values. Once you have a little familiar testing, lets try and apply it to a sample scene that will generally cover basic and the not so basic materials.


In this scene we try and explore the following:

1. Changing the diffuse map, changing diffuse color
2. adding bump to our material, displacement
3. playing with water material
4. use of eyedropper tool

1. Changing the diffuse map, color and managing tiling

Now that we are able to appreciate the wide array of materials, your mind is fast in processing "how can I change the material?" We can start by clicking the diffuse map then select bitmap.



 Or if you are already prompted to bitmap options, lets look at these 3 tabs. Coordinates tab, Bitmap parameters tab and Output tab.

Coordinates tab
lets you control the following:
- tiling (repetition of your material pattern) 
- angle of material
- blur, better leave it as it is.

Bitmap parameters tab
For starters, this is where you can change your maps(material), cropping options is in this tab also.

Output tab
If you have a decent pattern but wanting to change its color, or darkness. you can either do photoshop and change your bitmap file or just click on enable color map.

































Above is the default bitmap image, and below shows how you can make your material darker, add point to your graph and the use the move (cross) icon to drag it up or down. The key is experimentation. This option is pretty handy for crammers that do not have the luxury of switching between programs.

2. adding bump to our material, displacement

One thing that separates a good rendering to a bad one is its good use of BUMP and DISPLACEMENT. Bump is a neat tool that add texture to your material, without this your material would look like a neatly gift wrapped package ahead of December. adding bump is relatively easy, drag down to your material editor panel and look for the special purpose maps tab. and add a bitmap file on your bump. the value in the middle is will represent how heavy the texture will be.



































Same process goes for the displacement map, the displacement map like bump, can add texture to your material. but displacement can affect the geometry of your model. It can distort the geometry depending on the value you put in. Displacement is recommended for carpets and grass.

Diffuse map:

BUMP/ DISPLACEMENT MAP:


Difference between bump and displacement:

Bump

Displacement

The displacement map does give realism to our rendering at a cost of its rendering time. The bump and displacement maps reads the lighter shades as the protruded texture while the dark or black shades to be recessed.

3. playing with water material

This is what the water template looks like when applied.

It does not look anything like water at all, a distorted colored glass maybe, but not close to water. it lacks ripples and translucency. To add that lets use this material as a bump and displacement map, with a value of 0.9 and 0.01 respectively. 

Water bump and displacement map, set the tiling to 3 or more.

After a little tweak...
The ripples came out nice, we have the translucency left to solve, our water is still looking rock solid. lets adjust our transparency to 0.8 and color to white and give it another test render.


Way better than the previous two, this shows more depth and reflects better. if you think that the water needs more blue, then change the refract color to your desired result.

It takes time and effort to really get to know how each value and options will react to your scene, perseverance is golden. Happy rendering!


Lunes, Enero 14, 2013

3dsmax 01

I know this really came in late, so before we proceed on rendering let us be familiar with our work space or user interface (UI). command panels are highlighted and details listed below.



3dsmax user interface:

Pink – Application menu – Open, save files. Etc. usually contains file management commands

Blue – Quick access toolbar - contains most of the file management commands

Green – Menu Bar - generic windows command bar.

Red- Main toolbar – contains the most basic commands needed for 3dsmax

Yellow – Animation tools - contains the time slider, track bar, and time control, all the tools you need for animation.

Orange – coordinate display – displays coordinates.

Purple – Command Panel - contains create, modify, hierarchy, motion, display and utilities panel.

Gray – View cube – standard 3d navigation tool.

Linggo, Enero 13, 2013

Revit 01

It has been almost a month since I uploaded something on this blog, This post will basically give you a short review and refresher on your revit commands and menu.

To get us started, this is the all too familiar work space of revit, each toolbar has different color highlights, details below.





1. Gray – APPLICATION MENU, typical menu where you can save, load, etc.
2. Blue – QUICK ACCESS TOOLBAR, sits above the ribbon, can be customized.
3. Red- RIBBON, Icons that represent each command called PANEL, usually has dropdown menus.
4. Green – PROPERTIES PALLETE, list of properties and options of a specific model. Open for editing.
5. Yellow – PROJECT BROWSER, This is like the table of contents of your project, this is where you can select and edit views.
6. Purple – MENU BAR, list of panels where you can hide objects, and change visual details.
7. Orange – NAVIGATION BAR, practically useless unless your mouse does not have a mouse scroll.


After getting re acquainted with revit, the list of shortcuts will help you do things with ease and makes you look PRO, But using the icon selection is not a bad thing to do.


List of revit notes and shortcuts:

Create shortcuts:
UN – units – first thing to do, used to set project units.
WA – create wall – can be accessed at ribbon, wall panel.
DR – create door – can be accessed at ribbon, door panel.
WN – create window - can be accessed at ribbon, window panel.

Drafting, annotations and text shortcuts:
DI  dimension
EL  spot elevation
GR  grid
LL  level
TX  text
TG  tag
RP  ref plane
RT  room tag
DL  detail lines

Edit menu shortcuts:
MD  modify
MV  move
CO  copy (Cntrl-C)
RO  rotate
AR  array
MM  mirror
PR  properties
DE  delete
GP  group
LO  lock objects
SA Select all instances
RE Resize
PP Pin Position UP=unpin

Navigation shortcuts:
SHIFT + MOUSE LEFT CLICK – navigate on model.
ZR  zoom in region
ZO  zoom out (2x)
ZF  zoom to fit
ZE  zoom to fit
ZA  zoom all to fit
ZS  sheet size
ZP  previous scroll/zoom
F8  dynamic view dbox
F5  refresh
DOUBLE ESC – reset command

View menu shortcuts:
VP View Properties
VG Visibility graphics
VH category invisible
Vi Other categories invisible
HH Hide object
HI isolate object
HC hide category
IC isolate category
HR reset temp hide/isolate

source:
Lynda.com/ revit architecture
http://davidddriver.com/Product/Freebies/Revit/Revit%20keyboard%20ShortcutsVert.pdf