manual para jardin japones en 3d

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Home 3ds Max Tutorial 3D Render Free Textures 04 May 2010 In this tutorial we are going to create a serene japanese style 3d image in 3ds Max. We’re going to model a shiny dark pebble stones and create a balanced pile out of them. This is a simple tutorial where emphasis is on the lighting and materials. I am using 3ds Max 2011 but several older versions should work as well. We’re going to render the image with Mental Ray. By default 3ds Max uses the Scanline renderer so we have to change that. Change the renderer to Mental Ray ( Rendering > Render Setup… > Common tab > Assign Renderer > Production > mental ray Renderer ). Create five geospheres ( Create panel > Geometry > Standard Primitives > GeoSphere ) in the top viewport. Modify the geospheres ( Make a selection > Modify panel ) according to the following parameters : GeoSphere001 Radius: 58 Segments: 12 Geodesic Base Type: Octa GeoSphere002 Japanese 3d Zen Stones « Polygon Blog 3D – 3ds Max Tutorials http://www.polygonblog.com/japanese-3d-zen-stones/ 1 de 22 30/09/2013 05:41 p.m.

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Page 1: MAnual Para Jardin Japones en 3d

Home3ds Max Tutorial3D RenderFree Textures

04 May 2010

In this tutorial we are going to create a serene japanese style 3dimage in 3ds Max. We’re going to model a shiny dark pebble stones and create a balanced pile out of them. This is asimple tutorial where emphasis is on the lighting and materials. I am using 3ds Max 2011 but several older versionsshould work as well.

We’re going to render the image with Mental Ray. By default 3ds Max uses the Scanline renderer so we have to changethat. Change the renderer to Mental Ray ( Rendering > Render Setup… > Common tab > Assign Renderer > Production >mental ray Renderer ).

Create five geospheres ( Create panel > Geometry > Standard Primitives > GeoSphere ) in the top viewport. Modify thegeospheres ( Make a selection > Modify panel ) according to the following parameters :

GeoSphere001Radius: 58Segments: 12Geodesic Base Type: Octa

GeoSphere002

Japanese 3d Zen Stones « Polygon Blog 3D – 3ds Max Tutorials http://www.polygonblog.com/japanese-3d-zen-stones/

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Radius: 44Segments: 12Geodesic Base Type: Octa

GeoSphere003Radius: 30Segments: 12Geodesic Base Type: Octa

GeoSphere004Radius: 38Segments: 12Geodesic Base Type: Octa

GeoSphere005Radius: 14Segments: 12Geodesic Base Type: Octa

Go to the front viewport and scale the stones ( Make a selection > Main toolbar > Select and Uniform Scale ) about the Yaxis according to the values below. ( While the scale tool is activated, Click and drag from the Y axis of the transformgizmo to scale an object about an Y axis. While scaling, you can see the scaling % in the bottom of the screen. ).

GeoSphere001: 21GeoSphere002: 46GeoSphere003: 59GeoSphere004: 15GeoSphere005: no need to scale this one

You don’t have to create exactly the same kind of stones. Feel free to experiment and to be creative.

Japanese 3d Zen Stones « Polygon Blog 3D – 3ds Max Tutorials http://www.polygonblog.com/japanese-3d-zen-stones/

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Add Noise modifier, one at a time to each stone except the first one ( Make a selection > Modify panel > Modifier List >Object-Space Modifiers > Noise ). By right-clicking you can copy and paste modifiers. Apply the following parameters (Make a selection > Modify panel ) to the Noise modifiers.

GeoSphere002Noise

Seed: 11Scale: 690Fractal: YES

StrengthX: 40Y: 40Z: 40

GeoSphere003Noise

Seed: 11Scale: 700Fractal: YES

StrengthX: 60Y: 60Z: 60

GeoSphere004Noise

Seed: 6Scale: 750Fractal: YES

StrengthX: 40Y: 40Z: 40

GeoSphere005Noise

Seed: 6Scale: 560Fractal: YES

StrengthX: 60Y: 60Z: 60

Japanese 3d Zen Stones « Polygon Blog 3D – 3ds Max Tutorials http://www.polygonblog.com/japanese-3d-zen-stones/

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( If you need more segments I suggest you add TurboSmooth above the Noise instead of raising the segments value. Thismethod produces smoother surface. )

Create a pile of stones balancing on top of each other. It’s a typical arrangement of stones seen in many zen-like photosand illustrations. Move and rotate the stones as you see fit.

Next we’re going to create a water surface and some ripples around the pebbles to make the scene more interesting.Create a Plane ( Create panel > Geometry > Standard Primitives > Plane ) in the top viewport . Modify the Plane ( Make aselection > Modify panel ) according to the following parameters:

Length: 10000

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Width: 10000Length Segs: 20Width Segs: 20

Add Edit Poly modifier to the plane ( Make a selection > Modify panel > Modifier List > Object-Space Modifiers > EditPoly ) and activate the Polygon sub-object level. Select one polygon approximately in the middle of the plane and delete it( Press delete in keyboard ). Deactivate the Polygon sub-object level.

Now we’re going to create a dense mesh for the ripple effect. Create another Plane ( Create panel > Geometry > StandardPrimitives > Plane ) in the top viewport and apply the following parameters ( Make a selection > Modify panel ):

Length: 500Width: 500Length Segs: 130Width Segs: 130

Place the new plane into the hole of the large plane. Add TurboSmooth modifier ( Make a selection > Modify panel >Modifier List > Object-Space Modifiers > TurboSmooth ) and then Ripple modifier to it ( Make a selection > Modifypanel > Modifier List > Object-Space Modifiers > Ripple ). Go to the modify panel and apply the following parameters tothe Ripple modifier:

Amplitude 1: 2Amplitude 2: 2Wave Length: 25Decay: 0,02

Tip. If you need more polygons to your object you can just increase the iterations value in the Turbosmooth modifier.

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Let’s prepare the scene for rendering:

Place the pebbles into the center of the ripple.Create a Target camera ( Create panel > Cameras > Target ) in the top viewport. Right-click on the Perspective viewand press C in the keyboard to change it to the Camera view.Move the pebbles and the camera around to get something like pictures below.

Hit render ( Main toolbar > Render Production ) and you should see something like the picture below.

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The colors of the objects don’t matter because we’re going to create materials for them.

Press M in keyboard to open Material Editor ( Rendering > Material Editor > Compact Material Editor ) and create thematerial for the stones:

Click ‘Get Material’ button and select ( doubleclick ) ‘Arch & Design (mi)’ from the material list.1.Select all the stones and assign the material to them.2.Reflectivity: 0,63.Glossiness: 0,1 ( very blurry reflections )4.Glossy Samples: 16 ( quality of the blurry reflections )5.Add ‘Composite’ as diffuse color map ( Composite map is a container that lets you combine several maps as layers)

6.

Add Smoke map to the first layer of the Composite Map ( large scale details )Size: 40# Iterations: 20

Color #1: black ( RGB 0, 0, 0 )

Color #2: dark gray ( RGB 15, 15, 15 )

7.

Add second layer to the Composite map. Change the blending mode of the second layer to Addition. Add Specklemap to the second layer ( small scale details )Size: 0,2Color #1: dark gray ( RGB 10, 10, 10 )

Color #2: black ( RGB 0, 0, 0 )

8.

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Select a new slot in the Material Editor and create the water material:

Click ‘Get Material’ button and select ( doubleclick ) ‘Arch & Design (mi)’ from the list.1.Select both water planes and assign the material to them.2.Select template from the drop-down list: Water, Reflective Surface.3.Turn Bump map off ( we’re going to create calm water with just the ripple effect so we don’t need any additionalwaves ).

4.

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Now materials are ready. However, there’s no point in rendering the scene now because everything we have is almostblack. Let’s create illumination and environment first.

We’re going to illuminate the scene with the Daylight system and use Mental Ray’s physical sky as environment map.Daylight is a system that mimics a real world sun. Create the Daylight system ( Create panel > Systems > Daylight ) inthe top viewport. A new dialog appears. 3ds Max suggests that you use mr Photographic Exposure Control with EV=15.Just click YES. ( If the dialog doesn’t appear, apply the setting manually ( Rendering > Exposure Control )). Select thedaylight, go to the modify panel, and apply the following parameters:

Daylight ParametersSunlight: mr SunSkylight: mr Sky(A new dialog appears. 3ds Max suggests that you use mr Physical Sky. Just click YES. Ifthe dialog doesn’t appear, apply the setting manually ( Rendering > Environment… > Common Parameters >Background > Environment Map ))Position: Manual ( this setting allows us to place the sun manually, instead of using a real world location andtime )

Place the daylight according to the picture below.

Japanese 3d Zen Stones « Polygon Blog 3D – 3ds Max Tutorials http://www.polygonblog.com/japanese-3d-zen-stones/

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Render your scene to see something like the picture below.

Let’s examine our 3d zen render for a while. There are several problems that need to be addressed.

The whole image is very darkSome ground can be seen in the horizonThe bluish coloring isn’t appealing

( Note that these are artistic observations and your taste might be different. Feel free to experiment. )

Select the Daylight, go to the modify panel, and apply the following parameters:

mr Sun Basic ParametersMultiplier: 10 ( really strong sunlight )Shadows

Softness: 20 ( softens the edges of the shadows )mr Sky Parameters

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Multiplier: 5 ( brightens the sky )my Sky Advanced Parameters

HorizonHeight: -0,1 ( lowers the horizon )

Render the scene to see the effect of these adjustments.

Look closely and you’ll see the color variations in the stones. Smoke map produces the large scale variations and Specklemap produces the small scale variations.

Personally I think that black and white image works better in this case. Let’s go to the mr Photographic Exposure Controlsettings ( Rendering > Exposure Control > mr Photographic Exposure Control ) to make the image black and white:

Image ControlColor Saturation: 0 ( saturation of the colors of the whole image )

Render your scene to see the image in black and white.

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If you look closely you’ll see some jagged edges. Let’s adjust the sampling settings to get a more polished render. Go tothe render setup and increase antialiasing quality by increasing Mental Ray’s sampling values ( Rendering > Rendersetup… > Renderer > Sampling Quality ):

Samples per pixelMinimum: 4Maximum: 64

FilterType: Mitchell ( For most scenes the Mitchell filter gives the best results. )

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« Older Comments

Donald says:October 8, 2010 at 6:06 pm

its realy amazing!!

Reply

1.

Donald says:October 9, 2010 at 11:41 am

http://www.youtube.com/watch?v=N0-djuSvX2c

Reply

polygonblog says:October 28, 2010 at 10:02 am

Nice work!

Reply

2.

felix says:October 18, 2010 at 7:25 am

first of all thank you very much for your work,

i still have the problem of some ground being seen in the horizon…scaling the water objects or adding anotherwater plane didnt help…

thnx alot !

fx

Reply

3.

Render the image and you’re done. That’s it for today. Let’s continue in the comments!

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felix says:October 18, 2010 at 8:36 pm

problem solved!i think i got it … the lights …

cheers

fx

Reply

polygonblog says:October 31, 2010 at 7:41 pm

You can adjust the horizon height in the Daylight. See step 12.

Reply

4.

Sareth says:November 17, 2010 at 7:59 pm

Great tutorial again

Could you do tutorial which explains how to use different types of lights and materials? and at the same timeexplaining what those all things (I mean those things where you can change numbers etc, sorry for my english) arefor?

Reply

5.

Überlamb says:December 3, 2010 at 12:32 am

Sweet! Did the tutorial in no time and it was real easy for a beginner! It’s great how the rendering settings areexplained so clearly, unlike in other tutorials because I always get stuck on those parts. :3

Thanks little green monster!

Reply

6.

Seth says:December 16, 2010 at 5:57 pm

The best site of tuto 3D ever , u r doing a great job green monster.

http://img254.imageshack.us/img254/3754/zem1024x67802.jpg

Reply

7.

_Halder_ says:December 18, 2010 at 10:02 pm

muy buen tuto!!!!

Reply

8.

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Desmond says:January 6, 2011 at 6:08 pm

Hi there,

Indeed, nice tutorial. Nice artistry as well, by the way. I was just curious, couldn’t you just change the exposurevalue to 13 in stead of 15? This gives the same results and you don’t have to change te mr Sun and mr SkyMultiplier Parameters

Cheers,

Desmond

Reply

9.

alzahraa says:January 6, 2011 at 10:23 pm

thank you very much for sharing your information it was very helpful tutorial, hope to see more creative tutorialssoon

Reply

10.

LEOLJZ says:January 18, 2011 at 12:22 pm

very good~

Reply

11.

Rita says:February 3, 2011 at 4:36 pm

Super!!! would like to see more of your tutorials!

Reply

12.

Ahren says:February 5, 2011 at 7:31 pm

Great tutorials, you should get a book out with more of these, they are really helpful

Reply

13.

Timon says:February 10, 2011 at 12:22 pm

Man, I am learning tons of things with your tutorials, I love it man. Amazing, that you doing it just for nothing.Keep it up man, as I mentioned before, you are amazing.

Reply

14.

bt123456789 says:February 24, 2011 at 12:40 am

15.

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Wow, I’m a beginner with MAX and I must say, this is probably the best tutorial I’ve seen yet that wasn’t video. Iwas able to follow everything perfectly.

thanks a lot, and keep up with the tutorials.

Reply

lups says:March 1, 2011 at 10:37 am

love this blog, so much. I’ve just found this site and wow!! Nice tutorial and easy to follow btw, Keep up the goodwork!, wait for your next tutor:)

Reply

16.

Mehrdad says:March 12, 2011 at 10:12 am

hi this is greatthank you loads of time

Reply

17.

Niall says:March 17, 2011 at 1:08 am

Yet another great tutorial (i suspect there all great)

My version, added bokeh effect, extra stepping stones, desaturated like yours but with a tiny blue hue added inphotoshop.

http://www.facebook.com/photo.php?fbid=1511583524260&set=o.142157969780

Reply

18.

ADTroy says:May 7, 2011 at 1:55 am

I LOVEE YOUUUUUUUUUUUUU!!!!!!!!!!!

Reply

19.

Eldar says:May 29, 2011 at 4:47 pm

I’ve got almost identical Zen Stones like you but I would like to know how to get those materials and skylightusing Vray, because I’m doing all my scenes in Vray and I don’t really know how to use mental ray . Please tellme how to do it

Thx again for a great tutorial

Reply

20.

Yosi says:May 29, 2011 at 7:53 pm

Your tutorials are amazing – well done! Thanks.

21.

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After I did the tutorial, I turned saturation to 2.0 and changed the stones material to “Clear glass” – HIGHLYRECOMMENDED.

Reply

Mangy says:June 7, 2011 at 9:22 am

You are a Legend!

Reply

22.

noeta says:August 5, 2011 at 1:32 pm

just perfect! thank you!!

_we don’t like reality the way it is__let’s design the reality we like_

Reply

23.

Yamen says:September 19, 2011 at 2:11 am

thank u …just did it and it’s just like yours!… your works keepin me like WOWO !!! ..I just found your page aftergraduation ..what a bad luck…u must be workin 4 a big company…lol

Reply

polygonblog says:September 19, 2011 at 9:29 am

Hi! Thanks. Nice to hear it worked.

Reply

24.

nidhi says:September 20, 2011 at 6:40 pm

waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhsuperb!!!!!!!!!!!!!!!!!!!!!!!!

Reply

25.

Yamen says:September 20, 2011 at 10:35 pm

what abt Vray rendering…do u think mental ray is better?…although many people using Vray now adays !…I triedto render the same scene in Vray enviroment but I liked the one with mental ray more…maybe cause of mentalrayadvanced shading rendering….dont know…thanks anyway.

Reply

26.

polygonblog says:September 21, 2011 at 7:57 am

27.

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V-Ray is very popular but it’s hard to say whether it’s better or worse than Mental Ray. Personally I think both aregood enough. And even Scanline renderer is really good for many purposes. And there are also other amazingrender engines such as finalRender and Brazil. I use Scanline and Mental Ray because they come with Max.

Reply

Ed says:October 25, 2011 at 2:00 am

All your tutorials are brilliant and well written. Probably the best tutorial site I have found for 3DS Max. I lookforward to learning more from you. Here is a little scene I created following your tutorial. http://www.youtube.com/watch?v=6P7VgoNB_Jk Thanks very much for all your tips!

Reply

polygonblog says:October 25, 2011 at 10:16 am

Thanks Ed! Nice work!

Reply

28.

Slayer says:October 25, 2011 at 1:14 pm

Hi there, really need someone’s help.. got everything right (i think) but the indirect illumination just takes a millionyears to calculate… i really need this so i can understand how to make calm clean water… appreciate all the help inadvance

Reply

29.

Nirav says:December 25, 2011 at 3:01 pm

AWESOME.Tooooo good..Thank you sooo much.

Best Tutorials only on polygonblog.

Reply

30.

Nirav says:December 25, 2011 at 3:19 pm

Its winter, please we need snow tutorial.Like snowman or something. !?

Thank You

Reply

polygonblog says:December 26, 2011 at 3:03 pm

Hi! Hang in there. Snow tutorial coming this week!

31.

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Reply

Tommy says:January 22, 2012 at 1:01 am

Hello polygonblog! thank you for the great tutorial it was incredibly useful. I have been using 3DS Max for oneweek and I will be sure to look at your other tutorials

Could you please review my render (1280×720):

http://s17.postimage.org/l4toycqkf/zenstones_shadows.jpg

I have highlighted shadows which have a “stepping” effect I would like to smooth out. I also could not achieve thedefined dark shades in my stone texture that you have. I am curious how my stone material was a little differentfrom yours as I have followed the colour values very closely

send me an email! It would be great to hear from you

Reply

32.

polygonblog says:January 22, 2012 at 7:25 pm

Glad to hear you made it. I see the stepping, but not sure what to do about it. Maybe you could try to increase softshadow precision in the rendering settings.

Material settings in the tutorial should be exactly the same as in my rendering…

Reply

33.

Tommy says:January 23, 2012 at 1:01 am

Thanks. I found some improvements in my material by adjusting the light and camera. Also today I have reopenedthe project file and it rendered without the stepping:

http://postimage.org/image/to8y1qy6t/full/

I did try everything (soft shadow precision/shadow parameters in daylight object) No luck! but now I will assume itwas some kind of bug with mental ray.

Regarding materials, the only difference is that I have (this time) used brighter values for the speckle/smoke maps(as well as the black 0,0,0 of course) to try and bring the details forward a little more. They were identical to yoursin the previous render but I believe the light/camera position are probably what caused the softer/blurry surfaces.

Reply

34.

Josh says:May 15, 2012 at 6:37 am

I’m currently having trouble with the parameters. What Units are you using?

Reply

35.

Francesco_96 says:June 4, 2012 at 3:34 pm

36.

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I love your tutorials!

Reply

Saleh says:July 18, 2012 at 10:41 am

Nice

Reply

37.

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