Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4 | 5 | 6 | 7
Post-apocalyptic City - Part 1

| Your Rating:
rating star fullrating star nonerating star nonerating star nonerating star none
(3 Votes)
| 67547 Views
| 0 Comments
| Comments 0
Date Added: 30th December 2010
Software used:
Keywords:

1400_tid_thingnes_city-tut_max_35.jpg
Fig. 34

Still in the Render Setup window, proceed to the Indirect Illumination tab and make sure Enable Final Gather, Caustics and Global Illumination are all turned off (Fig.36).

1400_tid_thingnes_city-tut_max_36.jpg
Fig. 35

Then proceed to the Render Elements tab. You'll need three additional render passes for this tutorial: A Matte to separate the city from the sky so we can do an effective sky replacement, an Occlusion Pass to fake global illumination and a Z-Depth Pass to be able to add an atmospheric effect and some depth of field.


Step 4.1: Occlusion Pass

Press the Add ... button and choose mr Shader Element from the list (Fig.37).

1400_tid_thingnes_city-tut_max_37.jpg
Fig. 36

Name the pass Occlusion and under Parameters press the button next to Shader to add a new shader. Choose Ambient/Reflective Occlusion from the list. There are a lot of settings to play with to tweak the Ambient/Reflective Occlusion shader, but the standard settings, although a little rough, will do just fine for this tutorial (Fig.38).

1400_tid_thingnes_city-tut_max_38.jpg
Fig. 37

This basically renders a pass of the scene where this texture is applied to all geometry (Fig.39).

1400_tid_thingnes_city-tut_max_39.jpg
Fig. 38





< previous page continued on next page >
 
1 | 2 | 3 | 4 | 5 | 6 | 7
Related Tutorials

Unreal Engine Part 12: Using the matinee tool

by Rob Redman
published on 2016-04-14

Keywords: Unreal, Engine, Game, first person, level, map, trigger, audio, sound, cut scene, matinee

Go to tutorial
rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 2263

Create moody fantasy concepts in Photoshop

by Massimo Porcella
published on 2015-08-17

Keywords: Photoshop, Scene, Mood

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (2)
Comments 1 Views 9687

Making Of 'Final Stand'

by Brandon Martynowicz
published on 2011-10-24

Keywords: street, city, buildings,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (74)
Comments 16 Views 165990

Making Of 'Haohmaru'

by Victor Hugo Sousa
published on 2014-02-05

Keywords: Tutorial, ZBrush, 3ds Max, Male, Character, Sculpting, Modeling

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (21)
Comments 3 Views 71491
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment