Step 5: Global Illumination and the Real World
We now move on to our second file. Open GlobalRoomMR.max. Your first view of this room will be in the perspective viewport and in wire frame mode. GlobalRoomMR is a basement den, measuring in imperial units of 312 by 240 inches. All lighting in this room is by artificial means. To illuminate this area 9 free point lights (photometric) were used. Take a few moments to look over the room, using Arc Rotate/Pan to maneuver the scene. Compare it to SmallRoom which was quickly constructed of boxes. The additional geometry (table and chairs, pedestals and helical sculptures) are from my junk geometry collection to help fill the room. Once you feel familiar with the scene, hit C to switch to the camera view and F9 for a quick render. mental ray and Global Illumination have already been enabled.
To most beginners, what might seem odd in this render is the aspect ratio and the presence of concentric rectangles in the camera viewport. The latter of these is known as Safe Frames (Shift F), and these are used to help you compose your image when your chosen aspect ratio differs from the aspect ratio of the viewport. To compose this image I chose an aspect ratio of 1.66:1, using the outermost rectangle to adjust the view. Note the artifacts present in the newly rendered scene, the familiar splotchiness in the chairs and a new one above the stairwell arch known as "light leakage". Our lighting levels for this render look fine, but we still need to assign our materials to their respective objects before we can make a final determination on our lighting. This will be our next step, but before moving to Step 6, clone your rendered image, then minimize it. Close the Render window.
Step 6: Assigning Materials to the Scene
The materials have already been created but need to be assigned. Call up the Material Editor by hitting M, and to make this a little easier, hit H to call up the Select Objects list. In the Objects list, select all 6 Shell Lights and click the Select button. In the Material Editor, select the first material called Shell Lights (a self illuminated material) and click the Assign Material to Selection button. See highlighted button below:
Now, the material has been assigned to the Shell Lights that are used in the built-in shelving. In the Material Editor select the second slot called "Walls", then hit H to call up the Select Objects list again. In the objects list, click Walls, then the Select button and assign the second material to the walls. For the remaining four materials, follow the previous procedures to assign the materials to their objects:
Flooring material to Floor
Pedestals material to IlluminatedPedestalsLeft and IlluminatedPedestalsRight Furnishings material to ChairSouth, ChairEast, ChairWest, ChairNorth and Table Ceiling material to Ceiling
Close the Material Editor. The stairs and the helical sculptures are not assigned materials, these will remain the default grey. Hit F9 to quick render then compare your results to the clone you made for the last render without materials.