From the course: 3ds Max 2019: Advanced Lighting
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Self-illuminating a backdrop with Emission - 3ds Max Tutorial
From the course: 3ds Max 2019: Advanced Lighting
Self-illuminating a backdrop with Emission
- [Instructor] In the previous movie, we created this sphere as an environmental backdrop that we can see and manipulate in the view port. We made changes to the object properties and added the Arnold properties modifier. And now we're ready to add the texture map. Our goal is to be able to see that texture in the view ports and also in the Arnold rendering. And to have the option to emit light from that texture if we want. The way to accomplish this is with the Arnold standard surface material. Because it will render in the view port, where as many Arnold nodes will not. I'll open up the material editor. And create an Arnold standard surface material. Right-click and choose materials, Arnold, surface, standard surface. Double-click it to load its parameters. And rename it environment ARSTSF, for Arnold standard surface. With that object selected in the view port, and the Arnold standard surface node selected in the material editor. We can click assign material to selection. And also…
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Contents
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Image-based lighting with an environment map7m 5s
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Environment settings in Arnold4m 59s
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Apply a custom map to the backplate8m 34s
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Image-based lighting with an Arnold skydome light6m 30s
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Aligning a sun with an environment8m 8s
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Exterior sunlight with an Arnold distant light5m 43s
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White balancing a map5m 4s
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Constructing a geometric backdrop5m 11s
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Self-illuminating a backdrop with Emission6m 59s
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