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Okay, this is the image we're going to re-create. This tutorials show how to create the scene exactly as in the rendered image below.

 

 

1. Reset Max

2. Create a tube in the front viewport. Use center as Creation Method, turn on snap and place the center of the tube at 0,0,0. use the following settings:

 

 

3. Create a target camera in the top viewport at 0,0,0 pointing to 0,-500,0. I used a 35mm camera:

 

 

4. If you render the scene now (320x240), you should have something similar to this image:

 

 

Wow, allready looks like a cave.... ;-] Let's continue.

5. Select the tube and go to the modify-panel. Apply a 'UVW Map' modifier to the tube. Use the following settings shown in this figure:

 

 

You wont see any difference now, but this is for later when the material is applied.

6. If not allready, select the tube again and go to the modify-panel. Now, apply a 'noise' modifier to the the tube using the following settings:

 

 

7. If you render the scene now (320x240), you should have something similar to this image:

 

 

 

 

- Cave Scene Tutorial Page 2 -

 

Now, we're going to add the object which will be the water-surface in the cave.

8. Create a 'Quad Patch' in the top viewport at -200,0,0 to 800,-1600,0. The length should be 1600, and the width 1000. Leave the segments settings on 1:

 

 

9. Move the 'Quad Patch' 60 units down in the front viewport:

 

 

10. If you render the scene now (320x240), you should have something similar to this image:

 

 

11. Select the tube again and go to the modify-panel. Apply a 'bend-modifier' to the tube. Make the Bend-angle 50 and leave all other settings as they are. By now the tube-stack should be:

 

- Tube--UVW Mapping--Noise--Bend -

 

12. If you render the scene now (320x240), you should have something similar to this image:

 

 

13. Create an omni light at 40,-400,80. Change the attenuation-settings as shown in this figure, Leave all other settings as they are:

 

 

 

 

- Cave Scene Tutorial Page 2 -

 

Now, we're going to add the object which will be the water-surface in the cave.

8. Create a 'Quad Patch' in the top viewport at -200,0,0 to 800,-1600,0. The length should be 1600, and the width 1000. Leave the segments settings on 1:

 

 

9. Move the 'Quad Patch' 60 units down in the front viewport:

 

 

10. If you render the scene now (320x240), you should have something similar to this image:

 

 

11. Select the tube again and go to the modify-panel. Apply a 'bend-modifier' to the tube. Make the Bend-angle 50 and leave all other settings as they are. By now the tube-stack should be:

 

- Tube--UVW Mapping--Noise--Bend -

 

12. If you render the scene now (320x240), you should have something similar to this image:

 

 

13. Create an omni light at 40,-400,80. Change the attenuation-settings as shown in this figure, Leave all other settings as they are:

 

 

 

 

- Cave Scene Tutorial Page 3 -

 

Now let's create the materials for this scene. First we're going to create the Cave material.

14. Open the material editor and select material slot #1.Rename this material to 'Cave material'. In the 'Basic Parameters' change only the following settings, leave all other settings as they are:

 

 

15. In the 'Maps' roll-out add a diffuse map to the material. Choose 'Mix' as map-type. Rename it to 'Cave Mix':

 

 

16. In the 'Mix parameters' roll-out you see 3 empty map-buttons which say: 'none'. Click the first map-button and choose 'Bitmap' as map-type. Now select "DIRTGRAY.JPG" as the bitmap. Leave all settings and go up one level to the Mix-map.

17. Back in the Mix-map click the second map-button (notice that the first button now says: "Map #22 (DIRTGRAY.JPG)") and again choose 'Bitmap' as map-type, select "GRASS.JPG" as the bitmap. Now change the 'U-tiling' and the 'V-tiling' both to 0.5 in the coordinates roll-out. Leave all other settings and go up one level to the Mix-map.

18. Back in the Mix-map click the third map-button and again choose 'Bitmap' as map-type, this map will be the mix-bitmap. Select "GOBOTREE.GIF" as the bitmap. Change the 'U-tiling' and the 'V-tiling' both to 0.1 in the coordinates roll-out, and also set the 'blur offset' to 0.1. Leave all other settings. That's it for the diffuse-map. Go back up one level to the Mix-map, it should look like this:

 

 

19. Go back to the 'Cave material' and add a bump-map. Set the bump amount to 250. Choose 'Bitmap' as map-type and select "DIRTGRAY.JPG" as the bitmap. Leave all other settings as they are.

That's it for the Cave-material. You can allready apply it to the tube and render the scene. By now if you render the camera view it should be something like this:

 

 

Cool huh? Now the only thing left is creating the water material...

20. If not allready opened, open the material editor and select Material slot #2. Now get the standard 'black plastic' material from the MAX Material library. If you don't have it (anymore), these are the settings:

 

 

21. Add a bump-map to the material. leave the bump amount 30. Choose 'Noise' as map-type and change Size to 5 in the 'Noise parameters. To animate the water you have to animate the noise-phase. Make sure you're in frame 0. Click the 'Animate' button and goto frame 100. Change the noise-phase to 11. Turn 'Animate' off. (Note: If your animation is 100 frames, animate the phase to 11. Is your animation 200 frames, animate it to 22. And to 33 if your anim is 300 frames....and so on)

22. Go back up one level to the black-plastic material and add a 'reflection-map' to the material. Set the reflection amount to 80. Choose "Flat mirror" as your map-type. The only thing you have to change in the "Flat mirror Parameters" is the distortion, change it to 'Use Bump Map'.

Okay, that's it!!! The only thing you have to do is applying the material to the 'QuadPatch' and your set. If you render the scene now and you've done exactly as I descibed in this tutorial, the render (600x375) of the camera view should look exactly like this:

 

 

Now you can add some stuff like vegetation to the scene and play with all the settings I used. Just knock yourself out with it. BTW, if you've created a cool image using this tutorial I would love to see the result of it. Just email it to me.

Good Luck!!

Here are the files used in this tutorial:

- cavetut.max
- DIRTGRAY.JPG
- GOBOTREE.GIF
- GRASS.JPG

 


(c) 1998 All stuff on this page is Copyright Barry G.J. Driessen

 

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