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Rabu, 10 Agustus 2011

Membuat Rumput 3 Dimensi


Publish: 18 Oktober 2008 | Author & Copyright: Aditya, ST | FREE tutorial | 3DS MAX 7 Keatas

Membuat rumput 3 Dimensi kini semakin mudah dilakukan dengan aplikasi software 3 Dimensi. Anda dapat menggunakan aplikasi 3ds max misalnya. Namun fitur untuk membuat rumput ini, baru tersedia di 3ds max versi 8 keatas (di versi 7.5 sebenarnya sudah tersedia, hanya saja prosedur penginstalannya agak sedikit panjang. Disarankan Anda menggunakan 3ds Max versi 8 keatas). Fitur tersebut bernama Hair and Fur. Fitur ini tidak saja berfungsi untuk membuat rumput, namun sesuai dengan namanya, dapat juga membuat rambut dan bulu 3 Dimensi. Dengan adanya fitur ini, objek rumput yang dibuat akan tampil lebih nyata dan realistik.



Cara membuatnya:

1. Pada Command Panel, klik tab Create>Geometry>Plane


2. Buka rollout KeyboardEntry dan Anda isikan nilai seperti petunjuk gambar dibawah. Lalu klik tombol Create



3. Buka tab Modify



4. Di rollout Parameters, Anda isi nilai parameter seperti petunjuk dibawah.



5. Klik kotak warna seperti pada gambar dibawah


6. Pilih warna coklat dan tekan tombol OK



7. Klik kotak bertuliskan Modifier List (seperti pada petunjuk dibawah)



8. Klik pilihan Hair and Fur (WSM).



9. Buka rollout Material Parameters dan ubah warna pada Tip Color menjadi warna hijau muda dan Root Color menjadi warna hijau tua


10. Memilih warnanya seperti pada panduan gambar berikut



11. Setelah selesai, Anda klik menu Rendering>Render


12. Klik tombol Render


13. SIMSALABIM!! Sekarang Anda sudah punya halaman sendiri.. ;)

Rumput Sintetis ala Aditya , Bisa buat main Sepak Bola... Gratis
Selamat mencoba.
Tutorial ini diarsipkan di ilmugrafis pada kategori 3DS Max
Semoga bermanfaat. Salam.

Kamis, 04 Agustus 2011

Modeling interior 3D


1.1 - Start creating 2 parallelepipeds, 10m x 10m, and 10cm thick, with 3m between them. These figures will be the floor and the ceiling in your scene.
3d studio modeling



1.2 - Now, instead of modeling all the apartment, you will model the walls, windows and doors separately.. Here, for example, I created a little corner with two windows and a main wall.
3ds editable poly


1.3 - Create a Vray light and put it near the window, then clone it as an "instance" of the other window.
3d studio vray

1.4 - When you finish creating the parts, put them all in the scene and obtain the standard scene, where you can start testing your materials.
1.5 - Create a "camera-target" pointing to the center of the scene, with a 42mm focal. You will use this camera as a support for testing your materials.
camera target 3ds


1.6 - Using the "import" or "merge" function, load a piece of furniture that you have already modeled in another scene.
furniture modeling

Tutorial Vray light, settings

1.7 - And God said : Let there be light !... So create a "direct target" light that you will call "Sol", put it in the scene and set intensity, color and active vray shadows. Then set the parameters, as you can see in the scheme below.
3ds direct light

Rendering panelsettings: Irradiance map, color mapping

1.8 - Now start setting the vray rendering panel . The goal is to find the best configuration with an average quality, but in a very short time.
Vray, interior rendering

Select Fixed Rate as antialiasing




Select the Catmull-Rom filter


Activate the Indirect Illumination (selecting ON)


In my opinion, the combination Irradiance map / Light cache, is the best one, especially if you consider speed and quality

In the Color mapping section, chose "Exponential"


In the Irradiance Map section, select the "medium" preset




















For now, in the Light Cache area, leave Subdivisions to 100 and activate the Pre-Filter











Activate the GI Environement, leaving the Multiplier to 1
Activate the Reflection/Refraction, and set it to 6. The goal is to increase the reflection intensity coming from the exterior.

Increase Noise Threshold to 0.05
vray panel rendering


settaggi vray light            vray light setting

Shader material settings

1.9 - When you have set the lights, go to material settings. I will not enter in great detail, because there are already many tutorials about this topic. Anyway, you will soon be able to see the attached scene [in the next days]
shader vray

1.10 - When you have set your materials, use this scene to refine all the objects that you will include in the final composition. This step is very important, because you have to check the shader's reaction to the light in the scene.
rendering shader
Vray light tutorial stop here. [Coming Soon] PART II :: Scene composition. I will talk about the key elements to be considered in a composition (weight, color, shot) and I will explain how important is to know the composition rules for obtaining a good Rendering.

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