Creating Lens Effects


Of the eight available render effects, the first one of the list will be used perhaps more often than all the others combined. The Lens Effects option includes several different effects itself ranging from glows and rings to streaks and stars.

Lens Effects simulate the types of lighting effects that are possible with actual camera lenses and filters. When the Lens Effects selection is added to the Effects list and selected, several different effects become available in the Lens Effects Parameters rollout, including Glow, Ring, Ray, Auto Secondary, Manual Secondary, Star, and Streak. When one of these effects is included in a scene, rollouts and parameters for that effect are added to the panel as well.

Several of these Lens Effects can be used simultaneously. To include an effect, open the Environment and Effects dialog box with the Rendering image from book Effects menu command, click the Add button, and select Lens Effect from the available effects. Then go to the Lens Effects Parameters rollout, select the desired effect from the list on the left, and click the arrow button pointing to the right. The pane on the right lists the included effects. Use the left-pointing arrow button to remove effects from the list.

Global Lens Effects Parameters

Under the Lens Effects Parameters rollout in the Rendering Effects panel is the Lens Effects Globals rollout. All effects available in Lens Effects use the two common tabbed panels in this rollout: Parameters and Scene. These two tabbed panels are shown side by side in Figure 44.13.

image from book
Figure 44-13: The Parameters tabbed panel of the Lens Effects Globals rollout lets you load and save parameter settings. The Scene tabbed panel lets you set the effect's Size and Intensity.

The Global Parameters tabbed panel

The Parameters panel of the Lens Effects Globals rollout includes Load and Save buttons for loading and saving parameter settings specified in the various rollouts. These settings are saved as LZV files.

The Size value determines the overall size of the effect as a percentage of the rendered image. Figure 44.14 shows the center of the Star Lens Effects with an Intensity value of 500 and Size values of 5, 10, 20, 50, and 100. The Size value increases the entire effect diameter and also the width of each radial line.

image from book
Figure 44-14: These Star Lens Effects vary in size.

The Intensity value controls the brightness and opacity of the effect. Large values are brighter and more opaque, and small values are dimmer and more transparent. The Size and Intensity values can be locked together. Intensity and Size values can range from 0 to 500. Figure 44.15 shows a glow effect with Intensity values of (from left to right) 50, 100, 200, 350, and 500.

image from book
Figure 44-15: Lens Effects also can vary in intensity like these glows.

The Seed value provides the randomness of the effect. Changing the Seed value changes the effect's look. The Angle value spins the effect about the camera's axis. The Squeeze value lengthens the horizontal axis for positive values and lengthens the vertical axis for negative values. Squeeze values can range from 100 to 100. Figure 44.16 shows a Ring effect with Squeeze values of (from left to right) 30, 15, 0, 10, and 20.

image from book
Figure 44-16: These Ring effects vary in Stretch values.

All effects are applied to light sources, and the Pick Light button lets you select a light in the viewport to apply the effect to. Each selected light is displayed in a drop-down list. You can remove any of these lights with the Remove Light button.

The Global Scene tabbed panel

The second Lens Effects Globals tabbed panel common to all effects is the Scene panel. This rollout includes an Affect Alpha option that lets the effect work with the image's alpha channel. The alpha channel holds the transparency information for the rendered objects and for effects if this option is enabled. If you plan on using the effect in a composite image, then enable this option.

Tip 

Click the Display Alpha Channel button in the Rendered Frame Window to view the alpha channel.

The Affect Z Buffer option stores the effect information in the Z Buffer, which is used to determine the depth of objects from the camera's viewpoint.

The Distance Affects option alters the effect's Size and/or Intensity based on its distance from the camera. The Off-Center Affects option is similar, except that it affects the effect's Size and Intensity based on its Off-Center distance. The Direction Affects options can affect the size and intensity of an effect based on the direction in which a spotlight is pointing.

The Occlusion settings can be used to cause an effect to be hidden by an object that lies between the effect and the camera. The Inner Radius value defines the area that an object must block in order to hide the effect. The Outer Radius value defines where the effect begins to be occluded. You can also set the Size and Intensity options for the effect. The Affected by Atmospheres option allows effects to be occluded by atmospheric effects.

Glow

The Glow Element rollout, shown in Figure 44.17, includes parameters for controlling the look of the Glow Lens Effect. This rollout has two tabbed panels: Parameters and Options.

image from book
Figure 44-17: The Glow Element rollout lets you set the parameters for the Glow effect.

The Glow Element Parameters tabbed panel

In the Parameters tabbed panel of the Glow Element rollout, there is a Name field. Several glow effects can be added to a scene, and each one can have a different name. The On option can turn each glow on and off.

The Parameters panel also includes Size and Intensity values. These work with the Global settings to determine the size of the glow and can be set to any positive value. The Occlusion and Use Source Color values are percentages. The Occlusion value determines how much of the occlusion set in the Scene panel of the Lens Effects Globals rollout is to be used. If the Use Source Color is at 100 percent, then the glow color is determined by the light color; if it is set to any value below 100, then the colors specified in the Source and Circular Color sections are combined with the light's color.

This panel also includes Glow Behind and Squeeze options. Glow Behind makes the glow effect visible behind objects. The Squeeze option enables any squeeze settings specified in the Parameters panel.

If the Use Source Color value is set to 0 percent, only the Radial Color swatches determine the glow colors. Radial colors proceed from the center of the glow circle to the outer edge. The first swatch is the inner color, and the second is the outer color. The Falloff Curve button opens the Radial Falloff function curve dialog box, shown in Figure 44.18, where you can use a curve to set how quickly or slowly the colors change.

image from book
Figure 44-18: The Radial Falloff dialog box lets you control how the inner radial color changes to the outer radial color.

The Circular Color swatches specify the glow color around the glow circle starting from the top point and proceeding clockwise. The Mix value is the percentage to mix the Circular colors with the Radial Colors; a value of 0 displays only the Radial colors, and a value of 100 displays only the Circular colors. You can also access the Falloff Curve dialog box for the Circular Color Falloff curve.

You can also control the Radial Size using a curve by clicking the Size Curve button. Clicking the Size Curve button accesses the Radial Size dialog box. Figure 44.19 shows several glow effects where the radial size curve has been altered. The curves are, from left to right, roughly a descending linear curve, a v-shaped curve, a wide u-shaped curve, an m-shaped curve, and a sine curve.

image from book
Figure 44-19: These glow effects are distorted using the Radial Size function curves.

All these colors and function curves have map buttons (initially labeled None) that enable you to load maps. Useful maps to use include Falloff, Gradient and Gradient Ramp, Noise, and Swirl. You can enable a map by using the check box to its immediate right.

The Glow Element Options tabbed panel

The Options panel of the Glow Element rollout defines where to apply the glow effect. In the Apply Element To section, the first option is to apply a glow to the Lights. These lights are selected in the Lights section of the Lens Effects Globals rollout using the Pick Light button. The other two options-Image and Image Centers-apply glows using settings contained in the Options panel.

In the Image Sources section, you can apply glows to specific objects using the Object ID option and settings. Object IDs are set for objects in the Object Properties dialog box. If the corresponding Object ID is selected and enabled in the Options panel, the object is endowed with the Glow Lens Effect.

The Effects ID option and settings work in a manner similar to Object IDs, except that they are assigned to materials in the Material Editor. You can use Effects IDs to make a subobject selection glow.

The Unclamp option and settings enable colors to be brighter than pure white. Pure White is a value of 1. The Unclamp value is the lowest value that glows. The Surf Norm (Surface Normal) option and value let you set object areas to glow based on the angle between the surface normal and the camera. The "I" button to the right inverts the value.

Figure 44.20 shows an array of spheres with the Surf Norm glow enabled. Because the glows multiply, a value of only 2 was applied. Notice that the spheres in the center have a stronger glow.

image from book
Figure 44-20: The Surf Norm option causes objects to glow, based on the angle between their surface normals and the camera.

In the Image Sources section, options enable these glows to be applied to the Whole scene, the Alpha channel, or the Z buffer with specified Hi and Lo values.

The Image Filters section can further refine which objects to apply the glow effect to. Options include All, Edge, Perim (Perimeter) Alpha, Perim, Brightness, and Hue. The All option applies the effect to all pixels that are part of the source. The Edge, Perim Alpha, and Perim options apply the effect only to the edges, perimeter of the alpha channel, or perimeter of the source. The Brightness option includes a value and an "I" invert button. This applies the effect only to areas with a brightness greater than the specified value. The Hue option also includes a value and a color swatch for setting the hue, which receives the effect.

The Additional Effects section lets you apply a map to the Glow Lens Effect with an Apply option and a map button. You can also control the Radial Density function curve or add a map for the Radial Density.

Tutorial: Creating shocking electricity from a plug outlet

In addition to the light objects, lighting in a scene can be provided by self-illuminating an object and using a Glow render effect. Self-illuminating an object is accomplished by applying a material with a Self-Illumination value greater than 0 or a color other than black. You can create glows by using the Render Effects dialog box or the Video Post dialog box.

CROSS-REF 

For more information on applying glows using the Video Post interface, see Chapter 48, "Using the Video Post Interface."

Working with a faulty electrical outlet can be a shocking experience. In this tutorial, we create an electric arc that runs from an outlet to a plug. To create the effect of electricity, you can use a renderable spline with several vertices and apply the Noise modifier to make it dance around. You can set the light by using a self-illuminating material and a Glow render effect.

To create an electric arc that runs between an outlet and a plug, follow these steps:

  1. Open the image from book Electricity.max file from the Chap 44 directory on the DVD.

    This file includes an outlet and an electric plug. A spline runs between the outline and the plug with a Noise modifier applied to it, which will be our electric arc.

  2. Open the Material Editor by pressing the M key, and select the first sample slot. Select a yellow Diffuse color and an equally bright yellow for the Self-Illumination color. Set the Material Effects Channel to 1 by clicking the Material Effects ID button and holding it down until a pop-up array of numbers appears, and then drag to the number 1 and release the mouse. Drag this new material to the electric arc.

  3. Open the Render Effects dialog box by choosing Rendering image from book Effects. Click the Add button, select the Lens Effects option, and click OK. Then select Lens Effects from the list, and doubleclick Glow in the Lens Effects Parameters rollout. Select Glow from the list; in the Glow Element rollout, set the Size to 1 and the Intensity value to 50. Then open the Options panel, set the Material ID to 1, and enable it.

Figure 44.21 shows the resulting electric arc.

image from book
Figure 44-21: You can create electricity using a simple spline, the Noise modifier, and the Glow render effect.

Tutorial: Creating neon

You can also use the Glow render effect to create neon signs. The letters for these signs can be simple ren-derable splines, as this tutorial shows.

To create a neon sign, follow these steps:

  1. Open the image from book Blues neon.max file from the Chap 44 directory on the DVD. This file includes a simple sign that reads "Blues."

  2. Open the Material Editor with the M key, select the first sample slot, and name it Blue Neon. Set its Diffuse color to blue and its Self-Illumination color to dark blue. Set the Material Effects Channel to 1, and apply the material to the sign.

  3. Open the Rendering Effects panel, and click the Add button. Double-click the Lens Effects option to add it to the Effects list. In the Lens Effects rollout, double-click the Glow option and select it in the list to enable its rollouts. In the Lens Effects Globals rollout, set the Size and Intensity values to 1. In the Glow Element rollout, set the Size to 10 and the Intensity to 100, and make sure that the Glow Behind option is selected. For the neon color, set the Use Source Color to 100. Finally, open the Options panel, set the Material ID to 1, and enable it.

Note 

As an alternative to using the source color, you could set the Use Source Color value to 0 and set the Radial Color swatch to blue. This gives you more control over the glow color.

Figure 44.22 shows the rendered neon effect.

image from book
Figure 44-22: The glow of neon lights, easily created with render effects

Ring

The Ring Lens Effect is also circular and includes all the same controls and settings as the Glow Lens Effect. The only additional values are the Plane and Thickness values. The Plane value positions the Ring center relative to the center of the screen, and the Thickness value determines the width of the Ring's band.

Figure 44.23 shows several Ring effects with various Thickness values (from left to right): 1, 3, 6, 12, and 24.

image from book
Figure 44-23: Ring effects can vary in thickness.

Ray

The Ray Lens Effect emits bright, semitransparent rays in all directions from the source. It also uses the same settings as the Glow effect, except for the Num (Number) and Sharp values. The Num value is the number of rays, and the Sharp value can range from 0 to 10 and determines how blurry the rays are.

Figure 44.24 shows the Ray effect applied to a simple omni light with increasing Num values: 6, 12, 50, 100, and 200. Notice that the rays aren't symmetrical and are randomly placed.

image from book
Figure 44-24: The Ray effect extends a given number of rays out from the effect center.

Star

The Star Lens Effect radiates semitransparent bands of light at regular intervals from the center of the effect. It uses the same controls as the Glow effect, with the addition of Width, Taper, Qty (Quantity), and Sharp values. The Width sets the width of each band. The Taper value determines how quickly the width angles to a point. The Qty value is the number of bands, and the Sharp value determines how blurry the bands are.

Figure 44.25 shows several Star effects with (from left to right) 3, 4, 5, 6, and 12 bands.

image from book
Figure 44-25: The Star effect lets you set the number of bands emitting from the center.

Streak

The Streak Lens Effect adds a horizontal band through the center of the selected object. It is similar to the Star effect, except it has only two bands that extend in opposite directions.

Figure 44.26 shows several Streak effects angled at 45 degrees with Width values of (from left to right) 2, 4, 10, 15, and 20.

image from book
Figure 44-26: The Streak effect enables you to create horizontal bands.

Auto Secondary

When a camera is moved past a bright light, several small circles appear lined up in a row proceeding from the center of the light. These secondary lens flares are caused by light refracting off the lens. You can simulate this effect by using the Auto Secondary Lens Effect.

Many of the settings in the Auto Secondary Element rollout are the same as in the Glow effect rollout described previously, but it has several unique values. Figure 44.27 shows this rollout.

image from book
Figure 44-27: The Auto Secondary Element rollout sets the parameters for this effect.

The Min and Max values define the minimum and maximum size of the flares. The Axis is the length of the axis along which the flares are positioned. Larger values spread the flares out more than smaller values. The actual angle of the flares depends on the angle between the camera and the effect object.

The Quantity value is the number of flares to include. The Sides drop-down list lets you select a Circular flare or flares with Three to Eight sides. Below the Sides drop-down list are several preset options in another drop-down list. These include options such as Brown Ring, Blue Circle, and Green Rainbow, among others.

You can also use four Radial Colors to define the flares. The color swatches from left to right define the colors from the inside out. The spinners below each color swatch indicate where the color should end.

Figure 44.28 shows the Auto Secondary Effect with the Rainbow preset and the Intensity increased to 50.

image from book
Figure 44-28: The Auto Secondary Effect displays several flares extending at an angle from the center of the effect.

Manual Secondary

In addition to the Auto Secondary Lens Effect, you can add a Manual Secondary Lens Effect to add some more flares with a different size and look. This effect includes a Plane value that places the flare in front of (positive value) or behind (negative value) the flare source.

Figure 44.29 shows the same flares from the previous figure with an additional Manual Secondary Effect added.

image from book
Figure 44-29: The Manual Secondary Effect can add some randomness to a flare lineup.

Tutorial: Making an airplane sparkle

When shiny metal planes fly through the sky, they often give off sparkling light effects. Adding some Lens Effects to an airplane scene can simulate this effect.

To make an object bright and shiny using Lens Effects, follow these steps:

  1. Open the image from book Spruce Goose.max file from the Chap 44 directory on the DVD.

    This file includes an airplane model of the famous Spruce Goose created by Viewpoint Datalabs.

  2. Open the Create panel, and click the Lights category button. Create several Omni lights, and position them around the scene to provide adequate lighting. Position a single light close to the plane's surface where you want the highlight to be located-make it near the surface, and set the Multiplier value to 0.5.

  3. Open the Rendering Effects panel by choosing Rendering image from book Effects (or press the 8 key). Click the Add button, and select Lens Effects. Then, in the Lens Effects Parameters rollout, select the Glow effect in the left pane and click the button pointing to the right pane.

  4. In the Parameters panel, click the Pick Light button and select the light close to the surface. Set the Size around 30 and the Intensity at 100. Go to the Glow Element rollout, and in the Parameters panel, set the Use Source Color to 0. Then, in the Radial Color section, click the second Radial Color swatch, and in the Color Selector dialog box, select a color like yellow and click the Close button.

  5. Back in the Lens Effects Parameters rollout, select Star, and add it to the list of effects. It automatically uses the same light specified for the Glow effect. In the Star Element rollout, set the Quantity (Qty) value to 6, the Size to 200, and the Intensity to 100.

Figure 44.30 shows the resulting airplane with a nice shine.

image from book
Figure 44-30: The Spruce Goose has had a sparkle added to it using the Glow and Star Lens Effects.




3ds Max 9 Bible
3ds Max 9 Bible
ISBN: 0470100893
EAN: 2147483647
Year: 2007
Pages: 383

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