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| 3D
Studio Max - Creating Caustics in 3DSmax 6
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| Written
by kassinopious
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| This tutorial is for 3d studio max version
6 ONLY. It will guide you on how to create
a good caustic effect using the mental ray
3.2 renderer in-built to 3d studio max 6 and
hopefully explain a little about the effects
of each settings. A little knowledge of the
program interface is helpful however this
tutorial can be tackled by a complete beginner. |
| 1) |
Start a new 3dsmax file. Firstly press
f10 to go to the render dialogue box (alternatively
you can click rendering>render on the program
tool bar. In the common tab, inside the render
dialogue scroll to the bottom and enlarge
the "assign renderer" rollout. Click the box
containing 3 dots "..." on the slot for "production"
and change this from "default scanline" to
"mental ray". You can now close the render
dialogue. NB: you may wish to "save as defaults"
for this setting as mental ray is a much faster
and more powerful renderer than scanline making
scanline almost obselete. |

| 2) |
If not already selected, click the create
tab on the right hand side of the max interface
(its symbol is a cursor pointing to a star).
Under "standard primatives" click plane, underneath
are a set of options for the plane, expand
the "keyboard entry" rollout and use the following
values, X=0 , Y=0 , Z=0 [these are the positioning
co-ordinates for the plane, in this case set
to the centre of the max viewports] Length
= 200 Width = 200 [These are the dimensions
of the plane being created]. Then click the
"create" button. There should now be a square
plane visible in all 4 viewports. |
| 3) |
Open up the materials editor by pressing
m, within the "blinn basic parameters" rollout
there is a colour box next to the word diffuse,
click this box and change the tone of grey
to a slighty lighter shade (or any other colour
of your choice). Then click the "assign material
to selection" button [this button is just
below the spheres and looks like a sphere
with an arrow pointing to a box]. |

| 4) |
We will now create an object which is
going to create the caustics in the scene,
a torus knot is always a good choice. Select
the top viewport by clicking inside it. Then
goto the create panel again, click the combo
box which currently says "standard primatives"
in it and change this to "extended primatives".
Choose torus knot and once more extend the
keyboard entry rollout. Use the following
settings X=0 , Y=0 , Z=28.5 , major radius
= 20 , minor radius = 8 and click the "create"
button. |
| 5) |
There should now be a torus knot sat on
the plane, it may need a little tweaking to
get it set exactly on the plane, simply use
the move tool along the 5 axis to do this.
You may wish to increse the number of sides
to the torus knot to give it a smoother appearance
in rendering, you can do this simply by going
to the modify panel and increasing the number
of segments and sides. I use 200 segments
and 24 sides. IMPORTANT: Ensure the torus
knot is selected, right-click inside one of
the viewports and goto properties. In the
mental ray tab check the box next to generate
caustics. |
| 6) |
The torus knot now needs a refractive
material, open up the material editor again
and choose an empty slot (sphere). On the
right hand side of the material editor there
is a box saying "standard" in it, this is
the type of material being used, in this case
we want a refractive material and so the best
choice to use is raytrace. Click the box and
change the material from standard to "raytrace".
We now have a more complex looking set of
material options. Change the colour in the
diffuse slot to a colour of your choice, im
using a rustic orange colour, then also change
the transparency colour to the same shade.
[my settings Red=205, Green=140, Blue=0 ].
Change the specular level to 300, and the
glossiness to 60, apply this material to the
torus knot. |

| 7) |
Now the scene needs lighting, since without
it caustics would not be possible. Goto the
creat tab again, and this time click the lights
button, choose "mr area omni" and create it
abve the centre of the torus. Now goto the
modify panel, in the light options rollout
the combo box that says "omni" in it and change
this to "directional", ensure that the light
is casting shadows by checking the box and
choose raytrace shadows. Rotate the light
so that the beam falls on to the torus knot,
then increase the hotspot/falloff values under
"directional parameters" to hotspot=60 , falloff=80.
Now scroll down to "mental ray inderect illumination"
rollout and expand it. Uncheck "use global
settings" and check the "on" box which has
now become active. Set the energy to 50,000
decay to 2. And set the number of caustic
photons to 150,000. |

| 8) |
We're now ready to render the scene. Ensure
the perspective viewport is selected and open
up the render dialogue box again, click the
"indirect illumination" tab, check the enable
box under caustics. Change the filter from
box to cone and click the render button at
the bottom. Hey presto some groovy looking
caustics: |

| I hope that this tutorial has helped you
learn a little more about max interface, and
the tools that it encompasses. Here is my
final scene with HDRI added: |
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