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Brazil
Rendering System Tutorials
Playing with Glass
In this tutorial we'll learn something useful to
build a good glass and render with Brazil r/s. You
can find the file here
(Brazil public version 0.4.53 - Max 4.2)
1. The Background.
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First
of all draw a line with a L shape in the left
view, then go to the modify panel and select
Edit Spline from the modifier list. Now select
vertex in the Selection rollout and go to the
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Select
the Corner vertex and in the rollout panel,
press fillet and increase to a good value to
obtain a cool curve.
Now it's time to extrude: select Extrude in
the modifier selection and, after cecking "generate
mapping Coords." under Parameters, put
a value (i.e. 500) in the Amount value. Remember
to select "Force 2 sided", in the
Perspective viewport configuration ( Right click
over "perspective" in the perspective
view - Configure - Rendering option) .
Now pan the perspective view to center the image
(Ctrl+P).
Go down to image #6 for a full view.
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2. The Glass.
3. Bright Cards , scene composition and Camera.
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#7 |
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In order to have nice
reflections and a kind of light, build three
rectangles around the glass and rotate them
toward the upper side of the glass.Try to stay
as near as possible to the glass.
One small bright card has been put besides the
place where we'll put the camera to give frontal
reflections and don't mask the camera itself.
Then i converted them into Editable meshes by
right clicking on them and selecting "Convert
to editable mesh".
The Scene:
In the left view, move the L line used for background
in order to have the glass standing right on
it. Then select the upper vertices and move
to a higher position. (go down to Edit Spline
in the modifier panel and select the upper vertex).
Then move the background like in this final
image.
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The camera:
Place a target camera in front of the glass.
In this example i put it a little higher and
the target under the cup.
Look at the image for the position.
Press Shift+R and in the Render panel, under
Common Parameters,Output Size, choose Width:250,
Height:400.
In the perspective view, press "C"
to enable Camera view, right click in the upper
left corner and check Show Safe Frame. The viewport
now shows what will be the render field.
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4. Materials.
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Glass:
Click "M" and open MTL editor.
Get a new material by pressing the first icon
on the left (sphere with arrow) and select
Brazil Test MTL.
Under basic Parameters check 2 sided.
Click on Transparency Color and put 244,244,244.
You can choose another color to have different
glass color.
Click on the right of Reflect color and choose
Falloff map by double clicking.
Under Falloff parameters choose Falloff Type:
Fresnel.
Now return to Parent (2nd button on the right).
Specular Level 190
Glossiness 60
You can play with these two parameters till
you reach the best result for you, try with
0/0 too.
Under Raytracer Controls check Prevent Internal
Reflections to get a speeder rendering. (If
you want transparent shadows in a new image,
check Transparent Shadows too and add a light
with raytraced Shadows).
Now select the glass and Assign material to
selection (3rd button on the left).
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Background:
get a standard material, 2 sided, black Ambient
an Specular,Diffuse=234,241,255,Specular Level
an Glossiness = 0.
Select the background line in the left view
and assign this material.
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Bright Cards:
Put an output map into diffuse slot of a standard
material and increase RGB level to 3. Put
an instance of this map into Self-illumination
slot. Select the boxes and assign this material.
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5. Rendering.
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Press Shift+R and open render dialog:
under Current renderers choose Brazil 0.4.53.
Choose Force 2 sided under Common Parameters/Options.
Now in Brazil Sampling Params/ Image Sampling
Control, put Min Samples=0 and Max Samples=2.
These values make your image pretty good and
antialiased.
If you want a fast preview but aliased, put
Min=-2;Max=0.
Hit Render and enjoy.
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some interesting things: |
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Only Direct Illumination
This is the result with previous settings.
Try also after hiding bright cards. The
fastest way.
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HDRI reflections
Hide bright cards and apply a HDR image in
the Environment Map (Rendering/Environment/Common
Parameters/Environment map.
For settings read this tutorial
by clicking HDRI tutorial.
(in this scene I used White point 8/256, Spherical
coordinates, RGB output 256 but try also with
150).
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Global Illumination
Hit Shift+R, and under Brazil:Luma Server
Parameters enable Secondary illumination.
I didn't use Skylight for this test because
i supposed it was not an outdoor scene.
Under Global Illumination, choose Shade Rate
Min=-3; Max=0. Remember that undersampling
speed up renderings. Then i left Sampling
Control Rate=15;Bounces=1.
You can increase Rate and Bounces for better
results (less grainy) but consider that it
could increase Rendering times.
This image could take a lot of time to render
depending on your Machine.
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