Apr 07, 2011 — 11 comments
Learn how to use Daylight system to make a realistic outdoor scene using 3dsmax 2010.
This 4th Chapter of Lights in Autodesk 3Ds max is fully concentrated on spot light. We will learn about the various spot light parameter of 3ds max like, Hotspot/Beam and falloff, then how to use overshoot or its limitations, how we can make the spotlight rectangular than circuler and many more. Hope you will enjoy.
Hello and welcome to the 3rd Chapter of the Lights in 3Ds Max. In this chapter we are going to discuss about the attenuation of the lights. There are two kind of attenuation are out there in 3Ds Max , Near and Far , we will learn about the theory behind the attenuation and learn how to use them. Hope you will enjoy.
In this second chapter of the lighting series in Autodesk 3ds max we will continue discussing about the light parameters. In this chapter you will learn about the parameters like intensity and decay level. Decay is very important parameter for lighting. Decay depends on the distance of the object from the light. You will also learn about the different kind of decays and how they behave in 3D world.
Welcome to our new section Lights in 3ds max. This series will cover the essential parameter of different lights in 3ds max. How to use a light and which parameter holds which key. The first chapter will show you the basic parameters of light. we will start with Omni light in 3ds max. Hope you will enjoy.
Mental Ray lighting in 3ds Max. Video and written tutorial show you step by step how to set up a scene with lights and camera for Mental Ray rendering in 3ds Max.
This tutorial will focus mainly in customizing IES web files through the use of Creator IES software, as opposed to general photometric...
Satya Reddy shows how to get reflection and refraction without having any anti-aliasing problems, using the Scanline Renderer in 3ds Max.
Nabil Chequieq quickly sums up how to light and set up materials that will give a great result, while also keeping your rendering times low.
In this tutorial, Dani Ohayon explains how to generate a lighting system that will produce good indirect illumination without the use of Final Gather.
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