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Making Of 'Power Plant'

By Rohan Dalvi
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| 6 Comments
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Date Added: 11th July 2011
Software used:
3ds Max, Photoshop, Misc

Then I exported a few clumps of trees as OBJs into Max and started to set up the scene.

For the rocks and plants on the ground I used some basic Scattering tools in Houdini by painting color on the landscape and copying spheres on the scattered points (Fig.13).

136_tid_Fig.13.jpg
Fig. 13

The machine was modeled by making a small part of the arm and then copying it over a curve in Houdini. The front of the machine was made in 3ds Max (Fig.14).

136_tid_Fig.14.jpg
Fig. 14

The final setup in 3ds Max looked like Fig.15.

136_tid_Fig.15.jpg
Fig. 15

Texturing and Materials

Once I had setup my scene in Max, I started with the basic lighting. I usually light and texture my scene simultaneously. That way I know how detailed my texturing should be. Since this scene was fairly dark, I didn't bother with too much texturing. Most of the textures for the trees are essentially procedural maps like Noise and Smoke.

The main shader for the glowing pod is a blend material. I mixed a basic reflective V-Ray material with a V-Ray light material. To mix the two shaders I used a Voronoi map mixed with a falloff for a Blend map (Fig.16).

136_tid_Fig.16.jpg
Fig. 16


Lighting

The lighting and the atmosphere were the most crucial parts of this scene. I wanted to create a glow around the tree to make it look like it was generating light and also have the rest of the forest shrouded in a haze. So, I decided to use V-Ray environment fog for the effect. The primary light is inside the main pod and I kept another light on the top. V-Ray environment fog generates volumetric light out of any light kept inside the fog area and generates a haze as well. However, the render time was quite long. The series of images in Fig.17 should give a fairly good idea as to how the lighting progressed.

136_tid_Fig.17.jpg
Fig. 17




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Readers Comments (Newest on Top)
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(ID: 46704, pid: 0) Gingko on Thu, 21 July 2011 10:37am
ya can't do it procedurally in maya, nor 3dsmax, not like this. that's why houdini is magic :)
avatar
(ID: 46342, pid: 0) Murali Krishna on Fri, 15 July 2011 12:05pm
ya cool setup
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(ID: 46147, pid: 0) Kevin on Tue, 12 July 2011 7:21am
Nice to see Houdini in good use. Great job!
avatar
(ID: 46139, pid: 0) Fynn on Mon, 11 July 2011 11:19pm
i want to see something like that for maya that would be so awesome
avatar
(ID: 46113, pid: 0) Boxek on Mon, 11 July 2011 4:28pm
This is a Houdini tutorial, not 3ds max. Very interesting though, i'll try to do it in Max =)
avatar
(ID: 46111, pid: 0) K9tty on Mon, 11 July 2011 4:20pm
this is realy cool,lovely colour scheme and full of inspiration; great job
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