The materials used in this tutorial can be downloaded here. |
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Drag and drop the CAD files into the 3ds Max viewport to import them all at once |
The scene is simply lit using a studio HDRI connected to the color of a skydome_light light.
Choose a bitmap (HDRI) for the Texture of the skydome light |
To test the lighting, we can quickly assign a standard_surface shader to the camera.
Render the scene using the default Arnold sample settings. These settings are fine for IPR test rendering the scene. Do not worry about any noise in the scene at the moment. We will change the sample settings once we are happy with the lighting and shading at the end of production.
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A studio lighting scene can be downloaded here. |
Next, we need to change the background environment color to white.
cell_noise → bump3d → standard_surface |
ramp_rgb → uv_projection → standard_surface |
wireframe → opacity of standard_surface |
utility → edge_color of toon -> Map to Material |
facing_ratio -> color_correct -> standard_surface |
Arbitrary Output Variables (AOVs) Manager. Create diffuse, specular, specular_indirect, transmission, and background AOVs. |
We encourage you to spend some more time with the MAXtoA user guide where you can find other tutorials such as this.