3ds Max 2012 Bible - Kelly L. Murdock [253]
3. Open the Musical notes.max file from the Chap 20 directory on the CD.
This file contains several musical notes created from primitive objects.
4. Select the Create⇒Lights⇒Standard Lights⇒Target Spotlight menu command, and drag to create two lights in the Top viewport. Position the first spotlight to be perpendicular to the scene and to shine down on it from above.
5. Open the Modify panel; in the Advanced Effects rollout, click the Projector Map button and double-click Bitmap from the Material/Map Browser. Locate and select the Trumpet Mask.tif file, and click Open. This projects a silhouette of a trumpet onto the scene. Use the second spotlight to light the music notes.
Figure 20.18 shows the musical notes with the trumpet projection map.
FIGURE 20.18
You can use projection maps to project an image in the scene, like this trumpet.
Tutorial: Creating a stained-glass window
When a light that uses raytraced shadows shines through an object with transparent materials, the Filter color of the material is projected onto objects behind. In this tutorial, you create a stained-glass window and shine a light through it using raytraced shadows.
To create a stained-glass window, follow these steps:
1. Open the Stained glass window.max file from the Chap 20 directory on the CD.
This file includes a stained-glass window for a fish market. (Don't ask me why a fish market has a stained-glass window.)
2. Select the Create⇒Lights⇒Standard Lights⇒Target Spotlight menu command, and drag in the Left view from a position to the right and above the window to the window.
This creates a target spotlight that shines through the stained-glass window onto the floor behind it.
3. In the General Parameters rollout, make sure that the On option is enabled in the Shadows section and select Ray Traced Shadows from the drop-down list.
Figure 20.19 shows the stained-glass window with the colored shadow cast on the scene floor.
FIGURE 20.19
A stained-glass window effect created with raytraced shadows
Summary
I hope you have found this chapter enlightening. (Sorry about the bad pun, but I need to work them in where I can.) Max has many different lights, each with plenty of controls. Learning to master these controls can take you a long way toward increasing the realism of the scene. In this chapter, you've accomplished the following:
• Learned the basics of lighting
• Discovered Max's standard and photometric light types
• Created and positioned light objects
• Learned to change the viewport view to a light
• Used the Sunlight and Daylight systems
• Used the Volume Light atmospheric effect
• Added projection maps to lights
• Used raytraced shadows to create a stained-glass window
In the next chapter you finally start animating objects, beginning with the basics, including keyframing.
Part V: Animation and Rendering Basics
IN THIS PART
Chapter 21
Understanding Animation and Keyframes
Chapter 22
Animating with Constraints and Simple Controllers
Chapter 23
Rendering a Scene and Enabling Quicksilver
Chapter 24
Rendering Non-Photorealistic Effects
Chapter 21: Understanding Animation and Keyframes
IN THIS CHAPTER
Controlling time
Using the animation mode buttons to create keys
Using the Track Bar
Viewing and editing key values
Using the Motion panel and trajectories
Enabling ghosting
Setting animation preferences
Animating materials
Creating previews
Max can be used to create some really amazing images, but I bet more of you go to the