Showing posts with label maya. Show all posts
Showing posts with label maya. Show all posts

Thursday, 6 July 2017

3D UnderWater Scene

In this tutorial we’re going to create an underwater scene in 3ds Max. We’re going to create a deep blue sea with light rays and bubbles. Creating convincing underwater scene is a challenging task and I’m not even trying to create a physically accurate simulation. Rather I’m using my artistic freedom to neglect some real world rules to get the look and feel I’m going for.

Step 1 Mental Ray Renderer

We’re going to render our 3d underwater scene with the Mental Ray. By default 3ds Max uses the Scanline renderer so we have to change that. Change the renderer to Mental Ray ( Rendering > Render Setup… > Common tab > Assign Renderer > Production > Mental Ray Renderer ).

Step 2 The Basic Geometry for the 3D Water

Create a plane ( Create panel > Geometry > Standard Primitives > Plane ) in the top viewport . Modify the plane ( Make a selection > Modify panel ) according to the following parameters :
  • Length: 1000
  • Width: 500
  • Length Segs: 200
  • Width Segs: 200
Plane object in the top viewport
We need a dense (80k faces) mesh because we’re going to deform it with the displace modifier. )

Step 3 Water Surface with the Displace Modifier

Add Displace modifier to the plane ( Make a selection > Modify panel > Modifier List > Object-Space Modifiers > Displace ) and apply the following parameters:
  • Displacement
    • Strength: 17
  • Image
    • Map: Noise
Open Material Editor ( Rendering > Material Editor > Compact Material Editor ). Drag and drop the Noise map from the Displace modifier into a material slot in Material Editor and select ‘instance’ when asked. Apply the following parameters to the Noise map:
  • Noise Parameters
    • Noise Type: Turbulence
    • Levels: 10
    • Size: 300
Displacement map settings and effect on the plane

Step 4 Water Material

Now the water geometry is complete so let’s apply a material to it. Open Material Editor ( Press M in keyboard ), click on the second material slot, and create the material:
  1. Click “Get Material” button and select ( doubleclick ) ‘Arch & Design (mi)’ from the list.
  2. Select the water plane and assign the material to it.
  3. Select template from the drop-down list: Water, Reflective Surface
  4. Transparency: 1,0
Mental Ray water material
In the material settings, go to the ‘Advanced Rendering Options’ rollout and set the following parameter:
  • Advanced Trasparency Options
    • Glass / Translucency treat objects as…: Thin-walled (can use single faces)
Finally we’re going to change the bump map settings to get smaller and steeper waves. In material settings, go the ‘Special Purpose Maps’, click on the Ocean shader, and apply the following parameters:
  • Largest: 100
  • Smallest: 1
  • Quantity: 20
  • Steepness: 5
Parameters of the Ocean shader

Step 5 The Environment for Underwater Scene

Since we have highly reflective and refractive material we desperately need effective environment as well. Without environment, the rendered water surface would just appear black. Next we’re going to cheat in 3ds Max. We’re going to create a highly unrealistic environment. However, it just happens to produce the kind of reflections and refractions I’m going for. So let’s create the environment. Go to the environment settings ( Rendering > Environment… ) and apply the following parameters:
  • Background
    • Use Map: YES
    • Environment Map: Gradient Ramp
Open Material Editor ( press M in keyboard ). Drag and drop the Gradient Ramp map from the background settings into a material slot in Material Editor and select ‘instance’ when asked. Apply the following parameters to the Gradient Ramp map:
  • Coordinates rollout
    • Mapping: Spherical Environment
  • Gradient Ramp Parameters rollout
    • Flag #1: Color: RGB 0, 16, 67 Position: 0
    • Flag #2: Color: RGB 189, 225, 240 Position: 100
    • delete the middle Flag by right-clicking and selecting ‘delete’ from the menu )
    • Noise
      • Amount: 1
      • Type: Fractal
      • Size: 2
      • Levels: 10
  • Output rollout
    • Output Amount: 3
Environment map parameters

Step 8 Prepare the 3D Underwater Scene for Rendering

Let’s prepare our underwater scene for the first rendering. Create a Target camera ( Create panel > Cameras > Target ) in the top viewport. Right-click on the Perspective view and press C in the keyboard to change it to the Camera view. Create ‘mr Area Spot’ ( Create panel > Lights > Standard > mr Area Spot ) in the front viewport. Move the camera and spotlight around to get something like the picture below.
Camera and spotlight placement
Apply the following parameters to the area spotlight ( Make a selection > Modify panel ):
  • General Parameters
    • Shadows: OFF
  • Intensity/Color/Attenuation
    • Multiplier: 2
Now it’s a good time to make a test render to see how the water looks like.
Water test render
Some kind of watery effect but it doesn’t look much like an underwater scene yet. Let’s add Fog to make all the difference.

Step 9 Underwater Fog

Go to the Atmosphere settings ( Rendering > Environment… > Atmosphere ) and add the Fog:
  1. Click ‘Add…’ button, select ‘Fog’ from the list and click ‘OK’.
  2. Use Map: YES
  3. Environment Color Map: Gradient Ramp
  4. Open Material Editor ( Press M in keyboard ). Drag and drop the Gradient Ramp map from the Fog settings into a material slot in the Material Editor and select ‘instance’ when asked.
  5. Mapping: Screen
  6. Angle W: 90
  7. Flag #1: Color: RGB 0, 11, 45 Position: 0
  8. Flag #2: Color: RGB 70, 144, 255 Position: 100( delete the middle Flag by right-clicking and selecting ‘delete’ from the menu )
  9. Output Amount: 1,5
Settings for underwater fog
Before we render, let’s adjust environment ranges. Select the camera, go to the modify panel, and apply the following settings:
  • Parameters
    • Environment Ranges
      • Show: YES
      • Near Range: 200
      • Far Range: 810
Now we see the environment range in the viewport. It’s the area between beige and brown line. The fog will appear between these lines. By default the density of the fog is 0% at near range and 100% at far range. Adjust the values or camera position if necessary.
Scene with environmental ranges
Render the scene and you should get something like the picture below. Fog works well in underwater scenes. This time it serves two purposes. It fades the water edge to the background and creates the nice blue gradient color.
You could also try different camera angles to get different kind of water surface.
Basic 3d underwater scene

Step 10 Underwater Light Rays

And of course we’re going to create some light rays to enhance the mood of our underwater scene. Go back to the Atmosphere settings ( Rendering > Environment… > Atmosphere ) and add Volume light effect:
  1. Click ‘Add…’ button, select ‘Volume Light’ from the list and click ‘OK’.
  2. Click ‘Pick Light’ and click on the area spot we created earlier
  3. Density: 7
default volume light settings
If you are not familiar with volume lights, I suggest you render now to see how the effect looks by default (so far we’ve just increased the density a little). The next step is going to have a dramatic effect to the volume light. We’re going to use projector map to block most of the light and to use attenuation to fade the light to the background. Select the area spot, go to the modify panel and apply the following parameters:
  • Intensity/Color/Attenuation
    • Color: RGB 32, 137, 255
    • Far Attenuation
      • Use: YES ( Now you can see the attenuation ranges appearing as lens-shaped sections of the cone )
      • Start: 430 ( Sets the distance at which the light begins to fade out. )
      • End: 650 ( Sets the distance at which the light has faded to zero. )
  • Advanced Effects
      • Projector Map
      • Map: Noise
Open Material Editor ( Press M in keyboard ), drag and drop the Noise map from the projector map slot into a material slot in the Material Editor, and select ‘instance’ when asked. Apply the following parameters to the Noise map:
  • Coordinates
    • Source: Explicit Map Channel
  • Noise Parameters
    • Noise Type: Turbulence
    • Levels: 10
    • Size: 0,05
    • Low: 0,35 ( Decrease this if you need more rays and increase this if you need less rays. )
Light rays with projector map
Render your underwater scene to see the light rays.
3d underwater

Step 11 Underwater Bubbles

Our unrealistic environment might not be perfect for underwater bubbles but let’s see how they look anyway. Create a particle cloud in the left viewport ( Create panel > Geometry > Particle Systems > PCloud ). Select the particle cloud, go to the modify panel and apply the following settings:
  • Basic Parameters
    • Display Icon
      • Rad/len: 230
      • Width: 700
      • Height: 480
  • Particle Generation
    • Particle Quantity
      • Use total: 1000
    • Particle Timing
      • Emit Start: -10
    • Particle Size
      • Particle Size: 1,5
      • Variation: 100
      • Grow for: 0
      • Fade for: 0
  • Particle Type
    • Standard Particles: Sphere
Place the particle cloud so that it fills the view underwater. ( You can also change the size of the emitter if necessary. )
As a final thing we’re going to use a glass material for the bubbles. Press M in keyboard to open the Material editor, select a material slot, and create the material:
  1. Click ‘Get Material’ button and select ( doubleclick ) ‘Arch & Design (mi)’ from the list.
  2. Select the particle cloud and assign the material to it.
  3. Select template from the drop-down list: Glass (Solid Geometry).
Arch & Design glass material
Render the scene to see the bubbles. Some bubbles look ok while some look too bright. Furthermore, these bubbles are perfect spheres so they are not really realistic as underwater bubbles, but at least they are fast and easy to create!
3d underwater scene

Step 12 The Final Render of the 3D Underwater Scene

If you look closely you’ll see some jagged edges in the bubbles. Let’s adjust the sampling settings to get a more polished render. Go to the render setup and increase antialiasing quality by increasing Mental Ray’s sampling values ( Rendering > Render setup… > Renderer > Sampling Quality ):
  • Samples per pixel
    • Minimum: 4
    • Maximum: 64
  • Filter
    • Type: Mitchell ( For most scenes the Mitchell filter gives the best results. )
Beware, rendering time might be an issue with all these effects and sampling settings (about 1½h with quad core 2,33GHz Q8200). Render your scene to see the final image. I did some adjusting in Photoshop as well:
  • Contrast: +80
  • I removed a few overly bright bubbles from the lower left corner
Underwater scene
That’s it. Happy rendering!

Friday, 28 April 2017

Hello guys welcome to my first blog!!!!!! so my name is tanuj gupta and today i will tech u how to make a 3d model of house in blender!!!

First step-
first of all open the blender.. this screen will be appear...












Second step-
Press s on keyboard then this is will be appear..













then press x and move ur mouse how much u need big the X-axis... after doing this then this will be appear..













after this once again press s then press y and move ur mouse...so how much u need big the Y-axis...after doing this then this will appear...                                                                        


after this press on Tab.... So this will be appear


then Select face option which u will find on Header....
then select the top and press E but don't move ur mouse after pressing E.. So this will be Appear

Then press S and move ur mouse...How much big u want.....so this will be appear
after this press e and move ur mouse up!!!! so how much u need that much u can kept... So this will be appear
Then go to panel which is in the left side then in panel u will get merge... So click on merge then click on at Center... so this will be appear 
Then Press on A.. It will be select all the object then in panel u will get subdivided so click that....so this will be appear..
after this u will see the no of cuts in subdivided option so change to 6 to become more Smooth..... So this will be appear..
after this we will make door!!! Oh Yeah!!😁😁😁


so for door select the side where u want to make door......so i choose this side

Then u want hold shift and right click on where u want to make door....
so this will be appear..











                                       so then press E and leave the mouse.. so this will be appear...













                            then  hole the red button and move in X-axis.. so this will be appear....











 then Press on delete button and then click dialogue box will be appear on their select the face.... so this will be appear








   so ur door  is ready...... so it is a simple house so door also be simple......

          So it will be look like this after completing the door...



So now will be make window........ OH yeah.......     



So let start making window.......

First press on tab then select where u want to make a window.. so this will be appear,,,,




then press on E and over ur mouse little bit on X-axis... so this will be appear
then press on Delete button then the dialogue box will be appear on dialogue box their will be Vertices so click on that... then this will be appear 


So do same on right and left Side.... So after completing that then this will appear...




Then we will do Texture so Let start......

So select all the edges face and vertices only down not roof......so after selecting then this will be appear....



then u can see on right their is a material option so click on that... so this will be appear......



Then click on new then this will be appear......

then choose color  u want for the house and click on assign after that this will be appear.....



then select the roof then go to material then add new then choose the color then click on assign... after that this will be appear.....sorry i change the color of down also....



So our Simple final house look like this....
Green house....LOL



                                                                                                           Video soon......