'3D Studio MAX'

.
'Illumination Tutorial'
by Mario Malagrino


For a much higher quality, you must increase the number of samples. In my render I put 600 (this will make the render time much longer). Don't put more than 1000 samples, as you don't need such big numbers for a final render. Try to go up with the number, making small test renders as you go. First try 150...than 250... than 400 etc.

Let's increase the realism of the render. Still under the final gather, there is a slot called - trace depth - max bounces, where we can increase the number. Let's put 4, never use more than this, because it will really take a long time to render). This option sets the number of times the diffuse light bounces are calculated for a single diffuse ray. In other words; it allows us to have the same energy that we can see when sunlight is illuminating a room.









Now you should have more or less the same result in as in the image below.


Rendering with only a  MR area spot light and max bounce 4





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Let's add a new light.


MR area spot light + free area photometric light


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