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
First ... 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13
Making Of 'SLS AMG'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(Score 4.79 out of 5 after 58 Votes)
| Comments 6
Date Added: 22nd February 2013
Software used:

I used a VrayCompTex as the dome's texture, which I used to composite HDRIs, and solve the dark problem which I mentioned before (Fig.45).

Fig. 45

Next I needed to load an HDRI. There are two ways to load this: bitmap node and VrayHDRI node. The VrayHDRI node is easy to use and has good compatibility with V-Ray, but the bitmap node can adjust the image delicately. Usually I use the VrayHDRI node, but if the HDRI has a large dynamic range, I prefer to use the bitmap node to avoid bad blooming. As my sunset HDRI had a small dynamic range in 0.00-2.00, I used VrayHDRI here.

It's very easy to use a VrayHDRI node - just look at Fig.46. Then you need to set a suitable overallmult. The word "suitable" means that a white object will be white when it's rendered.


I paid attention to the VrayHDRI gamma. As a LWF standard, a HDRI's gamma should be 1.0, like the default setting. Because the HDRI is the original data of real brightness, it won't be corrected by gamma 2.2, like a JPEG file. But we can use a different gamma value to get a different HDRI performance. In laymen's terms, a gamma value of less than 1.0 makes an image darker and increases the contrast (in fact, it`s a sunken gamma curve). And a value of more than 1.0 makes an image lighter and decreases the contrast (so, it's a convex curve)(Fig.47).

Fig. 47

I named the HDRI "Env_Main", rotating it to get a nice angle, which will decide the main light. When doing something like this, ActiveShade is your good friend (look at the top left corner window) (Fig.48).


< previous page continued on next page >

First... 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13
Related Tutorials

Making Of 'Mercedes S Class Millau'

by Ali Ismail
published on 2009-12-09

Keywords: vehicle, car, mercedes, s-class, max,

rating star fullrating star fullrating star fullrating star fullrating star half (17)
Comments 0 Views 85083

Making Of 'Backyard'

by Christian Waadt
published on 2009-12-09

Keywords: scene, bench, plant, grass, wall,

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 15994

Texturing Image Breakdown: Street

by Richard Tilbury
published on 2012-05-31

Keywords: scene, street, building, alley, texture,

rating star fullrating star fullrating star fullrating star fullrating star full (8)
Comments 2 Views 104970

Creating a Scene from Concept to Completion - Chapter 6

by Eugenio Garcia
published on 2012-10-02

Keywords: scene, concept, post production,

rating star fullrating star fullrating star fullrating star halfrating star none (3)
Comments 0 Views 19533
Readers Comments (Newest on Top)
Luiz Fernando Fonseca Pimentel on Tue, 11 February 2014 7:38pm
Hi. In help of 3dsmax is physically corrected scale like world is use inche in system units setup.
Marc on Tue, 24 September 2013 12:00pm
excellent tutorial, helped a lot!!
Abdools on Thu, 30 May 2013 3:26am
wow.. the Car modeling so complate, what about optimized? i mean need less polygon. cool tutorial thx..
3dcalsiver on Fri, 19 April 2013 1:14pm
Is there a video tutorial?
Prehistor on Sun, 03 March 2013 6:03pm
Excellent !!!!!!, this making of helped me a lot to complete my own project :D... thanks !
Energyzx on Sat, 02 March 2013 7:29am
wa !! coool !!! man!Really excellent work, Thanks for sharing
Add Your Comment..