Wine Carafe and Glasses: Setup
Wine Carafe and Glasses: Setup
Setup
Reset 3DS MAX and open \Scenes\ol_ca01.max.
Lessons
Lesson 1: Setting Up the Scene
Lesson 2: Applying Raytrace Materials to the Wine Carafe
Lesson 3: Applying Materials to the Carafe Plate
Lesson 4: Applying Materials to the Wine Glasses
Lesson 5: Viewing your Results
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Note: The Render Map command is only available when you are at the Map level of a
material.
2 CTRL+Click (about five times) in the rendering window to magnify the result until individual
color pixels are clearly visible.
3 Find a light color, and then right-click on it.
An eyedropper appears and the selected color displays in the color swatch at the top-right of
the rendering window. Notice that you can drag the dropper around the image and see the
changes in color values.
4 Return to the Standard material level. Drag the color swatch from the rendering window to the
Diffuse color swatch on the Basic Parameters rollout. Select Copy on the dialog.
5 On the Maps rollout, set Diffuse Amount = 50.
The material is now a blend of the color taken from the bitmap. Even though you assigned
the material to the scene earlier, any changes you make using the Material Editor are
immediately reflected in the scene.
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5 Click the Diffuse Map button and select Thin Wall Refraction. Select Instance on the dialog.
Then drag the Diffuse map to the Reflection and Refraction Map buttons, and select Instance
both times. Finally, set Diffuse Amount = 50, Reflection Amount = 10, and Refraction Amount
= 80.
6 With the carafe top and carafe center objects selected, click Assign Material to Selection.
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8 Open the Extended Parameters rollout, click the Translucency color swatch, and then choose
a neutral tint (H = 43, S = 24, V = 168).
9 Drag the Translucency color to the Transp Environment/Density/Color swatch under
Advanced Transparency.
10 Select Transp Environment, click the button to the right, and assign a Thin Wall Refraction
type map. Return to the parent level.
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11 Open the Raytracer Controls rollout, click Options, and then clear Global Antialiasing and
Global Color Density/Fog.
12 Click Global Parameters and select Adaptive. Leave Manual Acceleration cleared.
The Raytracer uses two acceleration techniques, a single pipe for typical scenes (less than
300 objects) and a dual pipe for complex scenes. By default, acceleration is automatic; the
Raytracer switches between single pipe and dual pipe as the scene requires. When you
select Manual Acceleration, you override automatic acceleration and can specify the
acceleration method to use. Manual acceleration is useful to optimize the process where the
scene has many objects of disparate sizes.
13 Select Override Global Settings and select Adaptive.
14 Drag grapemsk.tga from the Asset Manager to the Blur Map and Defocus Map buttons.
15 Open the Maps rollout and set Diffuse Amount = 60 and assign a Thin Wall Refraction map.
Return to the Raytrace material level.
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16 Drag the Diffuse Map to the Transparency Map button, and select Instance on the dialog.
17 Set Reflect Amount = 20, and drag grapemsk.tga from the Asset Manager to the Reflect
Map button.
18 Drag the Reflect Map to the Spec Shininess (= 50), Shin Strength (= 50), and Translucency
(= 70) Map buttons.
The Raytrace material Maps rollout differs that in the Standard material Maps section by
adding Transparency, Luminosity, Extra Lighting, Translucency, Florescence, Color Density,
and Fog Map buttons. The material for the carafe body has only 3 components: a Thin Wall
Refraction Map to refract the image of the object behind the carafe, the grape vine mask
bitmap to create a patterned bump and highlight, and a color tint to prevent the transparent
areas of the body from disappearing against the background. The Thin Wall Refraction map
is blended with the glass color. The grape mask is used to pick up reflections and highlights,
and to vary the translucency of the object. The result is a combination and variations will
effect the prominence of the grape pattern and the transparent quality of the carafe.
For additional practice, save this tutorial file with a different name. Then turn off/on
combinations of these maps, vary their amount settings, and observe the results in the
Material Editor.
19 Click Assign Material to Selection.
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Modify/Shadow Parameters. This scene has two Spot and two Omni lights, each set to cast
shadows using global shadow maps, and with Ray-Traced Shadows turned on.
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7 Return to the Mix material level and set Mix Amount = 0.5.
8 Return to the Double Sided material level
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The Color Clipboard is useful in situations where you expect to reuse, match, or edit colors in
the current scene, or a different one. You can have multiple floaters.
7 Set Shininess = 70, Shin Strength = 85, and Opacity = 80.
8 Open the Extended Parameters rollout and set Falloff Amount (Amt) = 80.
9 Open the Maps rollout, click the Diffuse Map button, and select Raytrace Map.
Note that the Raytrace Map is similar to the Raytrace Material that you applied to the carafe
body. For the Raytrace Map there are no Basic, Extended Parameters, or Maps rollouts.
Also, Antialiasing, Attenuation, Basic Material Extensions, and Refractive Material Extensions
have their own rollouts.
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10 On the Raytracer Parameters rollout, click Options and clear Global Antialiasing and Global
Color Density/Fog, if they are not already cleared.
11 Click Global Parameters and make sure Background and Adaptive and still selected from a
previous task. Then select Manual Acceleration, Dual Pipe, and Object Voxel Trees.
12 Click Local Exclude and select Include. Choose wine glass and wine nipple. Click the right
arrow to add these items to the list.
13 Open the Antialiasing rollout and select Override Global Settings and select Adaptive.
14 Open the Attenuation rollout and set Falloff Type = Linear and make sure Background is
selected.
15 Open the Basic Material Extensions rollout and assign a Thin Wall Refraction map to the
Reflectivity/Opacity Map button. Select First Frame Only and make sure Apply Blur is
selected.
16 Return to the Raytrace map level. Under Basic Tinting, select Enable, and then drag from the
Glasses Color Clipboard the color you created in Step 6 to the Basic Tinting color swatch.
17 Open the Refractive Material Extensions rollout and make sure Color Density and Fog are
cleared.
Note: Enabling these features and including more objects to reflect increases the rendering
time.
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4 Click the Filter color swatch and increase the saturation (S = 255).
5 Set Shininess = 65, Shin Strength = 90, and Opacity = 90.
6 Open the Extended Parameters. Under Opacity Falloff, make sure In is selected, and set
Amount = 80.
7 Open the Maps rollout and drag cutglas2.gif from the Asset Manager to the Opacity Map
button.
8 Drag the Opacity map to the Bump Map button and select Instance on the dialog. Set Bump
Amount = 300.
9 Click the Reflection Map button and assign a Thin Wall Refraction material. Select First
Frame Only. Return to the Standard material level and set Reflection Amount = 10.
10 Drag the Reflection map to the Refraction Map button and select Instance on the dialog Set
Refraction Amount = 20.
11 Click the Diffuse Map button and assign a Raytrace map. Instead of repeating the steps you
used to create a Raytrace material in the previous task, return to the Standard material level,
open the Material/Map Navigator, and drag (click and hold down) the Raytrace map from the
Clear material to the Diffuse Map button for the Red Cut material. Select Instance on the
dialog. Set Diffuse Amount = 50.
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12 Drag the Diffuse map to the Shininess Map button, and select Instance on the dialog. Set
Shininess Amount = 40.
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12 With the wine glass object selected, click Assign Material to Selection.
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