Difference between revisions of "3D Render Tutorial"
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Line 18: | Line 18: | ||
Open the file '''XFG – XF GTI.cmx''' | Open the file '''XFG – XF GTI.cmx''' | ||
+ | |||
+ | <center>[[Image:3drendertut_fileimport.jpg]]</center> | ||
Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” | Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” | ||
+ | |||
+ | <center>[[Image:3drendertut_importoptions.jpg]]</center> | ||
If those previous steps have been done correctly, you should have this: | If those previous steps have been done correctly, you should have this: | ||
+ | |||
+ | <center>[[Image:3drendertut_views.jpg]]</center> | ||
Save these 4 views using the View – Save active xxxx view menu | Save these 4 views using the View – Save active xxxx view menu | ||
Line 27: | Line 33: | ||
== RIM’s mapping correction == | == RIM’s mapping correction == | ||
Put the « Perspective View » in full screen using this button: | Put the « Perspective View » in full screen using this button: | ||
+ | |||
+ | <center>[[Image:3drendertut_tofullscreen.jpg]]</center> | ||
Display the list of all scene’s objects clicking on | Display the list of all scene’s objects clicking on | ||
+ | |||
+ | <center>[[Image:3drendertut_showobjects.jpg]]</center> | ||
You should have: | You should have: | ||
+ | |||
+ | <center>[[Image:3drendertut_objects.jpg]]</center> | ||
008 -> Tire + 1st part of the rim – Rear@Left<br> | 008 -> Tire + 1st part of the rim – Rear@Left<br> | ||
Line 52: | Line 64: | ||
Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) | Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) | ||
+ | |||
+ | <center>[[Image:3drendertut_getmatid.jpg]]</center> | ||
* Now, select the object 008 (only this object must be on screen) | * Now, select the object 008 (only this object must be on screen) | ||
Line 57: | Line 71: | ||
* Check the box « Ignore Backfacing » | * Check the box « Ignore Backfacing » | ||
* Choose the circular selection tool: | * Choose the circular selection tool: | ||
+ | |||
+ | <center>[[Image:3drendertut_circselector.jpg]]</center> | ||
* With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. | * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. | ||
Line 71: | Line 87: | ||
Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. | Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. | ||
+ | |||
+ | <center>[[Image:3drendertut_matcorrection1.jpg]]</center> | ||
You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. | You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. | ||
Line 80: | Line 98: | ||
* In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) | * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) | ||
* Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) | * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) | ||
+ | |||
+ | <center>[[Image:3drendertut_matcorrection2.jpg]]</center> | ||
Repeat those steps to the tire’s texture (ID n°9) | Repeat those steps to the tire’s texture (ID n°9) | ||
Line 87: | Line 107: | ||
First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. | First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. | ||
+ | |||
+ | <center>[[Image:3drendertut_firstrender1.jpg]]</center> | ||
Then open the « Renderer » tab. | Then open the « Renderer » tab. | ||
Line 92: | Line 114: | ||
* In the « Brazil : Image Sampling » section, click on the “P3” button | * In the « Brazil : Image Sampling » section, click on the “P3” button | ||
* Then open the « Brazil :Luma Server » section. Apply the settings: | * Then open the « Brazil :Luma Server » section. Apply the settings: | ||
+ | |||
+ | <center>[[Image:3drendertut_firstrender2.jpg]]</center> | ||
* Then open the « Brazil : CSG Server » section and check « Enable » | * Then open the « Brazil : CSG Server » section and check « Enable » | ||
* You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: | * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: | ||
+ | |||
+ | <center>[[Image:3drendertut_firstrender3.jpg]]</center> | ||
== Textures/material’s adjustment == | == Textures/material’s adjustment == | ||
Line 100: | Line 126: | ||
=== Car’s skin === | === Car’s skin === | ||
Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) | Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) | ||
+ | |||
+ | <center>[[Image:3drendertut_texmatadj1.jpg]]</center> | ||
Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: | Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: | ||
+ | |||
+ | <center>[[Image:3drendertut_texmatadj2.jpg]]</center> | ||
Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) | Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) | ||
Line 107: | Line 137: | ||
=== Glass material === | === Glass material === | ||
Create a new brazil basic material with those settings: | Create a new brazil basic material with those settings: | ||
+ | |||
+ | <center>[[Image:3drendertut_texmatadj3.jpg]]</center> | ||
In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> | In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> | ||
Line 113: | Line 145: | ||
=== Rim’s material === | === Rim’s material === | ||
Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) | Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) | ||
+ | |||
+ | <center>[[Image:3drendertut_texmatadj4.jpg]]</center> | ||
In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> | In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> | ||
Line 124: | Line 158: | ||
In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> | In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> | ||
Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) | Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) | ||
+ | |||
+ | <center>[[Image:3drendertut_texmatadj5.jpg]]</center> | ||
You can choose a black color with RGB values 25-25-25. | You can choose a black color with RGB values 25-25-25. | ||
You can now launch another render; You should have this kind of result: | You can now launch another render; You should have this kind of result: | ||
+ | |||
+ | <center>[[Image:3drendertut_texmatadj6.jpg]]</center> | ||
There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) | There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) | ||
Line 139: | Line 177: | ||
== Improvement of the render’s quality == | == Improvement of the render’s quality == | ||
* Click on the Rendering – Environnement menu. Put the background color white. | * Click on the Rendering – Environnement menu. Put the background color white. | ||
− | * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool with the top of the car. | + | |
+ | <center>[[Image:3drendertut_renderquality1.jpg]]</center> | ||
+ | * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. | ||
+ | |||
+ | <center>[[Image:3drendertut_renderquality2.jpg]]</center> | ||
* Open the properties of this reflexion box (right click – properties) and uncheck the following options: | * Open the properties of this reflexion box (right click – properties) and uncheck the following options: | ||
+ | |||
+ | <center>[[Image:3drendertut_renderquality3.jpg]]</center> | ||
* Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » | * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » | ||
+ | <center>[[Image:3drendertut_renderquality4.jpg]]</center> | ||
In the output section, put a 3,0 « RGB Level » | In the output section, put a 3,0 « RGB Level » | ||
+ | <center>[[Image:3drendertut_renderquality5.jpg]]</center> | ||
Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) | Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) | ||
Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. | Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. | ||
+ | |||
+ | <center>[[Image:3drendertut_renderquality6.jpg]]</center> | ||
After 5-10 minutes (depending of your processor), you should have a picture like this: | After 5-10 minutes (depending of your processor), you should have a picture like this: | ||
+ | |||
+ | <center>[[Image:3drendertut_finalrender.jpg]]</center> | ||
Play with the position of the reflexion box in order to obtain the lightning you want. | Play with the position of the reflexion box in order to obtain the lightning you want. |
Revision as of 09:51, 24 September 2006
Introduction
Christophe Pratlong (Grudd)
What do you need
- 3ds Max: http://www.discreet.com/3dsmax/
- S2 CMX Viewer: http://www.liveforspeed.net/?page=addons
- Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio
- CMX importer: http://forum.rscnet.org/showthread.php?t=147186
Other informations
- We suppose 3ds max is installed into C:\3D Studio Max\
- S2 CMX Viewer is installed into C:\Jeux\S2\
- 3ds max and Brazil r/s must be properly installed
- For this tutorial we are going to work on the XF GTI (or XFG as it is also known)
CMX Model Importation
File - Import – Browse C:\Jeux\S2\data\cmx
Open the file XFG – XF GTI.cmx
![3drendertut fileimport.jpg](https://upload.lfsmanual.net/images/2/24/3drendertut_fileimport.jpg)
Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK”
![3drendertut importoptions.jpg](https://upload.lfsmanual.net/images/f/f5/3drendertut_importoptions.jpg)
If those previous steps have been done correctly, you should have this:
![3drendertut views.jpg](https://upload.lfsmanual.net/images/3/36/3drendertut_views.jpg)
Save these 4 views using the View – Save active xxxx view menu
RIM’s mapping correction
Put the « Perspective View » in full screen using this button:
![3drendertut tofullscreen.jpg](https://upload.lfsmanual.net/images/9/93/3drendertut_tofullscreen.jpg)
Display the list of all scene’s objects clicking on
![3drendertut showobjects.jpg](https://upload.lfsmanual.net/images/c/ce/3drendertut_showobjects.jpg)
You should have:
![3drendertut objects.jpg](https://upload.lfsmanual.net/images/2/20/3drendertut_objects.jpg)
008 -> Tire + 1st part of the rim – Rear@Left
009 -> 2nd part of the rim – Rear@Left
011 -> Tire + 1st part of the rim – Rear@Right
012 -> 2nd part of the rim – Rear@Right
014 -> Tire + 1st part of the rim – Front@Left
015 -> 2nd part of the rim – Front@Left
017 -> Tire + 1st part of the rim – Front@Right
018 -> 2nd part of the rim – Front@Right
The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID.
First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009.
Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu Edit – Select All
Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below)
![3drendertut getmatid.jpg](https://upload.lfsmanual.net/images/4/4e/3drendertut_getmatid.jpg)
- Now, select the object 008 (only this object must be on screen)
- Go to the selection mode (see previous screenshot)
- Check the box « Ignore Backfacing »
- Choose the circular selection tool:
![3drendertut circselector.jpg](https://upload.lfsmanual.net/images/3/37/3drendertut_circselector.jpg)
- With this tool, select only the rim’s vertices. Note that only visible vertices will be selected.
So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one.
You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9)
Repeat those steps to the 3 others rims.
Material Correction
Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu
In the window Materiel/Map Browser select the radio button « Scene »
Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears.
![3drendertut matcorrection1.jpg](https://upload.lfsmanual.net/images/e/e8/3drendertut_matcorrection1.jpg)
You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it.
First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them.
Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE
- In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga)
- Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be)
![3drendertut matcorrection2.jpg](https://upload.lfsmanual.net/images/5/51/3drendertut_matcorrection2.jpg)
Repeat those steps to the tire’s texture (ID n°9)
Our first render
We’re going to do our first render. A fast and simple one.
First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor.
![3drendertut firstrender1.jpg](https://upload.lfsmanual.net/images/d/d3/3drendertut_firstrender1.jpg)
Then open the « Renderer » tab.
- In the « Brazil : Image Sampling » section, click on the “P3” button
- Then open the « Brazil :Luma Server » section. Apply the settings:
![3drendertut firstrender2.jpg](https://upload.lfsmanual.net/images/8/8c/3drendertut_firstrender2.jpg)
- Then open the « Brazil : CSG Server » section and check « Enable »
- You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic:
![3drendertut firstrender3.jpg](https://upload.lfsmanual.net/images/9/90/3drendertut_firstrender3.jpg)
Textures/material’s adjustment
We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows.
Car’s skin
Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes)
![3drendertut texmatadj1.jpg](https://upload.lfsmanual.net/images/d/de/3drendertut_texmatadj1.jpg)
Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below:
![3drendertut texmatadj2.jpg](https://upload.lfsmanual.net/images/a/ac/3drendertut_texmatadj2.jpg)
Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one)
Glass material
Create a new brazil basic material with those settings:
![3drendertut texmatadj3.jpg](https://upload.lfsmanual.net/images/0/01/3drendertut_texmatadj3.jpg)
In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.
Move this material into the material’s ID n°18.
Rim’s material
Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color)
![3drendertut texmatadj4.jpg](https://upload.lfsmanual.net/images/3/3d/3drendertut_texmatadj4.jpg)
In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.
Move this material into the material’s ID n°4.
You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly
We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15.
In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga
Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right)
![3drendertut texmatadj5.jpg](https://upload.lfsmanual.net/images/5/5c/3drendertut_texmatadj5.jpg)
You can choose a black color with RGB values 25-25-25.
You can now launch another render; You should have this kind of result:
![3drendertut texmatadj6.jpg](https://upload.lfsmanual.net/images/5/5e/3drendertut_texmatadj6.jpg)
There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice)
- Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank)
- Exhaust material is perfectible (you can assign a chrome material for better result)
- Modify the « padzs.tga » texture in order to have red brake pads.
Remember that the basic thing is to find the material ID of the object you want to modify.
Improvement of the render’s quality
- Click on the Rendering – Environnement menu. Put the background color white.
![3drendertut renderquality1.jpg](https://upload.lfsmanual.net/images/0/0d/3drendertut_renderquality1.jpg)
- We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool
with the top of the car.
![3drendertut renderquality2.jpg](https://upload.lfsmanual.net/images/2/27/3drendertut_renderquality2.jpg)
- Open the properties of this reflexion box (right click – properties) and uncheck the following options:
![3drendertut renderquality3.jpg](https://upload.lfsmanual.net/images/d/d8/3drendertut_renderquality3.jpg)
- Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output »
![3drendertut renderquality4.jpg](https://upload.lfsmanual.net/images/5/53/3drendertut_renderquality4.jpg)
In the output section, put a 3,0 « RGB Level »
![3drendertut renderquality5.jpg](https://upload.lfsmanual.net/images/e/e9/3drendertut_renderquality5.jpg)
Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected)
Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section.
![3drendertut renderquality6.jpg](https://upload.lfsmanual.net/images/9/98/3drendertut_renderquality6.jpg)
After 5-10 minutes (depending of your processor), you should have a picture like this:
![3drendertut finalrender.jpg](https://upload.lfsmanual.net/images/a/af/3drendertut_finalrender.jpg)
Play with the position of the reflexion box in order to obtain the lightning you want.
That’s all for this tutorial.
You can render all other S2 cars in the same way.