Glass apple in Vray and 3D Studio Max Tutorial
Ok as I have found in the last few days learning to do anything in Vray can be tricky due
to the lack of good beginner/advanced tutorials. That’s why I have been reading the Vray online manual for the last few days and trying to make myself accustomed to Irradiance mapping combined with a secondary bounce coefficient calculated with a QMC engine, precalcing the caustics to a photon map and all sorts of other mind boggling techniques...
So to save you the trouble, I thought I should put my newly
learned knowledge to good use and make a tutorial for the good people of 3dpalace..;)
Bear in mind that I am pretty knew to this so I am sure that there are loads of different
ways to do this, many of which would probably be better/faster/easier/...you get the
Anywhooo...lets get to it, I personally have always had a fascination with rendered glass
(especially coloured glass) and the beauty of caustics, I am sure its something that a lot of people have wanted to be able to make. So I will do my best to show you how to get a pretty nice effect in a pretty simple way, and if any of the technical terms come up (and usually for rendering engines the names of settings and features can be completely confusing) I will try to explain them as best I can.
And we’re off!!...also this is not a complete beginner tutorial as I don’t explain the basics of poly modeling and/or sub-d modeling…
3D Studio Max 5/6/7
Vray Advanced/Basic 1.4* (I think basic supports all needed features used but not sure)
Teapots??...what’s cool about a teapot?...so because of my dislike of drinking discoloured tap water ;) I will be doing something slightly different to show off the nice lighting features of vray….yes that’s right…an apple…I mean seriously who doesn’t like apples and also who doesn’t like glass…so I am cunningly combining the two to make a glass apple…with a leaf!!!...*sighs of amazement*
Ok so as you might have guessed this is not a modeling tutorial so I will only quickly
cover the modeling aspect. And for the apple I am using pretty much the max tutorial found in the help section.
The apple (modeling)
Start off with a sphere of about 32 segments, convert it to editable poly and turn on soft selection, now select about a third of the apple below the middle and pull downwards a bit…you might have to tweak the falloff to get a nice tapering effect like in the picture.
Now that we have the basic tapering shape of the apple we are gonna use a displacement map to make it look more like and apple. With the soft selection still from before still selected, Select the Displace modifier from the list and browse through your max/maps directory to find the AppleDis.jpg and slap this into the bitmap slot.
If you have trouble getting the required effect try these settings…
3. Now we want to displace only the top half of the apple so we use an Edit Mesh mod and use soft selection again to select the top half of the apple like so…
4. The make a copy of the first Displace mod (by shift dragging the mod in the modifier stack to the slot just above the edit mesh) And adjust the settings to get the required affect…make it a bit less strong than the base.
Now we have the shape but the top is still very un-apple-like, to fix this and make that trademark apple indentation on the top we use another Edit mesh mod and select the center vertex….use a soft selection again and pull this vertex down. To make a fairly sharp indentation, this can be exaggerated because the Meshsmooth mod we will add is gonna completely round this off and make it much less severe.
MESHSMOOTH!!!!...the ultimate king of all mods ;)..I get a warm tingly feeling inside whenever I apply this modifier…lol…set it to 2 iterations and marvel at the awesome apple ;)…
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