TUTORIAL
Our first step is creating an atmospheric gizmo containing volume effect. now create a
VRayPhysicalCamera, a
VRaySun+Sky system and set
LWF (Linear Work Flow), in a metric scale scene. last step make easier handling large scenes.
Fig. 06 - Creating gizmo for VEF.
We can create gizmo in
Create-> Helpers-> Atmospherics -> Box Gizmo and setting volume for a cloud layer: 6000x6000x300 meters. Next step:
VRayPhysicalCamera.
Fig. 07 - All default params used, eccept reducted focal lenght, to achieve a grandangular emphasizing sky effect. Put in scene as showed to increase perspective look.
Creating light system is quite easy. go to
Create -> Lights -> VRay -> VRaySun, dropping light in scene. check yes to popup question to get automatically
VRaySky map in 3dsmax Environment.
Fig. 08 - Use default VRaySun params. Take a look at VRaySky map included in Environment map slot, and further selection in VEF.
Now in 3ds max "Environment and effects" module (press "8") we add
VEF effect. Following default params:
Fig. 09 - The VEF.
1st rollout,
General parameters, manages main effect params.
2nd modulates some features with maps. We're getting clouds adding map to density slot. 3th rollout links
VEF to related gizmo, that can be shaded by user-defined lights. Step one: link
VEF to gizmo.
Fig. 10 - Click Add to select gizmo from scene..
Resulting render. not our best!
Fig. 11 - Not our best.
Enlarge view
Fig. 12 - The gizmo is full of fog.
We see gizmo is "full" of dark and dense fog, so light cannot penetrate it.
Adding texture to density channel we can modulate density areas. Use Noise map with following params:
Fig. 13 - Noise params used for clouds
Following final render params:
Fig. 14 - Params for VEFappearance and quality. Thanks to three slots, we meet great flexibility.
More than other params,
step size holds render times. Increasing his value, render times decrease, trading off render quality. Follows final render:
Fig. 14 - Final render.