Revit Rendering Training
"Realism from Revit rendering”
Lecture Topics
Summer Series 2009 : Autodesk® Revit® 2010
Revit Rendering Training Series 2009: Autodesk® Revit® 2010
Course Syllabus: Revit Rendering Training
Instructor: |
Eric Queen |
Session Time: |
M-W 1:00PM - 2:00PM (GMT–08:00) Pacific Time |
Webinar Link: |
|
Email address: |
Email住址會使用灌水程式保護機制。你需要啟動Javascript才能觀看它 |
Office Hours: |
Friday 1:00 pm - 2:00 pm (PST) |
Office Hours Link: |
|
Class Dates and Topics
Week |
Date & Day |
Session |
Lecture Topic |
1 |
Jun-17 : Wednesday |
01 |
Intro to Mental Ray |
Jun-19 : Friday |
02 |
Exporting Revit to 3DSMax |
|
2 |
Jun-24 : Wednesday |
03 |
Shaders and texture maps |
Jun-26 : Friday |
04 |
Advanced shaders in 3DSMax |
|
3 |
Jul-01 : Wednesday |
05 |
Principals of lighting |
Jul-03 : Friday |
06 |
Cameras, getting the shot |
|
4 |
Jul-08 : Wednesday |
07 |
Getting the most out renders |
Jul-10 : Friday |
08 |
Series Q&A |
1 Session 01 Intro to Mental Ray
2 Session 02 Intro to Shaders and Creation of Texture Maps
3 Session 03 Revit Rendering
4 Session 04 Export to 3DSMax and 3DSMax Workflow
5 Session 05 Shaders In-Depth and the 3dsMax Material Editor
6 Session 06 Lighting and Pro Materials In 3dsMax
7 Session 07_Getting the most out of your renders
8 Session 08_QA
9 Session 09_Principals of lighting (Examples in 3DSMax) and Lighting in Revit
10 Session 10 Getting the Shot (Cameras and Cinematography)
Course Objectives:
Over the 8 session class you will learn both the conceptual and practical process of lighting, texturing, creating cameras, and final renders. Each session addresses key topics first conceptually, then in the product, followed by open discussion. Each Sessions Major and Minor topics additional Class Resources are provided for some sessions.
Required Materials:
Web Access
Audio Device with Mute Control
Autodesk Revit Building 2009
Missed Live Presentation:
Should you have an emergency and miss a Session you will have access to that Session until the end of the Series. You are responsible for scheduling time to view the Archive, review and understand the material. Questions specific to the Session should be emailed to the instructor in a timely manner.
GreenBoard:
The course syllabus, important course announcements, Presentation Outlines, Briefing Notes, Instruction Manuals, or Additional Session Resources, will be made available via GreenBoard. Please contact the Instructor as soon as possible if you cannot access the website or if you have any Email住址會使用灌水程式保護機制。你需要啟動Javascript才能觀看它
Session Topics
1 Session 01 Intro to Mental Ray. 7
1.1 The Opening. 7
1.2 Topics. 7
1.3 What is a Render?(The four main elements used to render in 3D) 8
1.4 Rendering in Revit 8
1.5 Creating the Final Render 9
1.6 The Close. 12
2 Session 02 Intro to Shaders and Creation of Texture Maps. 13
2.1 The Opening. 13
2.2 Topics. 13
2.3 Mental Ray Shaders. 14
2.4 Basics of Adobe Photoshop. 14
2.5 Manipulation of Image Files Using Photoshop. 14
2.6 Texture Map Adjustments. 15
2.7 Bonus Rendering Topics. 15
2.8 The Close. 16
3 Session 03 Revit Rendering. 17
3.1 The Opening. 17
3.2 Topics. 17
3.3 Revit Rendering. 17
3.4 There are three main light types in Revit 17
3.5 Cameras in Revit 18
3.6 The Close. 18
4 Session 04 Export to 3DSMax and 3DSMax Workflow.. 19
4.1 The Opening. 19
4.2 Topics. 19
4.3 How 3dsMax Works. 20
4.4 3dsMax Workflow.. 20
4.5 The Close. 20
5 Session 05 Shaders In-Depth and the 3dsMax Material Editor. 22
5.1 The Opening. 22
5.2 Topics. 22
5.3 The 3dsMax Material Editor 22
5.4 Shaders In-Depth. 23
5.5 The Close. 23
6 Session 06 Lighting and Pro Materials In 3dsMax. 25
6.1 The Opening. 25
6.2 Topics. 25
6.3 3dsMax Lighting. 25
6.4 Pro Materials. 26
6.5 The Close. 26
7 Session 07_Getting the most out of your renders. 27
7.1 The Opening. 27
7.2 Topics. 27
7.3 Advanced rendering in Revit 27
7.4 Intro to advanced rendering in Max. 27
7.5 Intro to compositing renders into a live - action background. 27
7.6 The Close. 27
8 Session 08_QA.. 29
8.1 The Opening. 29
8.2 Topics. 29
8.3 The Close. 29
9 Session 09_Principals of lighting (Examples in 3DSMax) and Lighting in Revit 30
9.1 The Opening. 30
9.2 Topics. 30
9.3 Principals of lighting. 30
9.4 Examples in 3DSMax. 30
9.5 Lighting in Revit 30
9.6 The Close. 30
10 Session 10 Getting the Shot (Cameras and Cinematography) 30
10.2 Topics. 31
10.3 How cameras work in 3D.. 31
10.4 Camera creation and settings in 3DSMax. 31
10.5 Basic cinematography principals. 31
10.6 The Close. 31
- Session 01 Intro to Mental Ray
1.1 The Opening
1.1.1 Hook
A hook is a little story; this should be related to the topice but doesn’t need to be. In a presentation you have about 2min before people judge you. are they going to listen to what you have to say or not. Do they want to spend the next hour watching their monitor.
1.1.2 Introduction
This session is an intro to rendering, and how to render in Revit using Mental Ray.
- This session will teach you the techniques used to render in Revit using Mental Ray.
- 3D Renders are one of our most valuable marketing tools.
1.1.3 Purpose/Promise
By the end of this session you will understand the following concepts / process
- What is a Render
- What are 3D renderings and what can they do for me?
- The four main elements used to render in 3D
- Rendering in Revit
- How does Revit accomplish the rendering process, and what do I have to look forward to in future releases?
- Creating the Final Render
- How do I adjust the surface appearance of objects in my renders, as well as the quality/speed of my renders?
1.2 Topics
The Four main elements used to create 3D renderings:
The Model/Geometry
The Surface Appearance of Objects (Materials, Shaders, and Textures)
Lighting
The Camera
Render Settings
Project setup and Render Settings
Adjusting surface appearance of objects
Creation of a Material Scene
Application of Materials to System Families
Application of Materials to Custom Families using Parameters
Create your Render Cameras
Fine-Tune Lights and Materials
The Three Types of Lights in Revit
Adjust Output Settings
1.3 What is a Render?(The four main elements used to render in 3D)
1.3.1 The Four main elements used to create 3D renderings:
- Geometry/3D model/BIM model
- Surface appearance of the model (materials, textures, finishes)
- Lighting
- Cameras
1.3.2 The Model/Geometry
- This is the object to be rendered
- Geometry must be clean and correct
1.3.3 The Surface Appearance of Objects (Materials, Shaders, and Textures)
- This defines what the object is made of….i.e. brick, glass, metal.
- These properties have a direct relationship to the lighting in the scene….i.e. is it shiny, dull, reflective?
1.3.4 Lighting
- Types of lights (Sun, Generic, Photometric).
- Light groups.
- Basic principals of lighting (3-point, light painting, etc.)
1.3.5 The Camera
- The computer only renders what the camera can see.
- Perspective is key…. proper perspective adds to realism.
1.4 Rendering in Revit
1.4.1 Render Settings
- Set Place/Location
- Location of Render Dialog(design bar & view settings)
- Overview of quality settings(custom settings)
- Overview of Output, Lighting, Background, and Exposure settings
1.4.2 Project setup and Render Settings
- Location and time settings
- Overview of Render Quality settings
1.4.3 Adjusting surface appearance of objects
- Material window
- Creating finishes for wall types
- Creating materials/finishes within families
- Creating a Material Scene (Best Practice)
1.5 Creating the Final Render
1.5.1 Creation of a Material Scene
- Why/when do you need one
- Transfer of materials to project scene
1.5.2 Application of Materials to System Families
- Wall finishes(structure)
- Why you should create new wall types when applying finishes(include finish type in new wall name)
- Changing finishes on Mullions(BP-create new mullion for different finishes)
1.5.3 Application of Materials to Custom Families using Parameters
- Create a parameter for each finish type within the family
1.5.4 Create your Render Cameras
- Creation of Render Cameras
- Cameras can only be created in plan view
- The Revit camera mimics a 35mm lens, and cannot be adjusted
- Be cautious when adjusting the camera view size interactively(can create awkward perspective)
1.5.5 Fine-Tune Lights and Materials
1.5.6 The Three Types of Lights in Revit
- Sun/Sky System
- Generic artificial lights
- Photometric lights
1.5.7 Adjust Output Settings
1.6 The Close
1.6.1 Summary
Core Concept
1.6.2 Q&A
1.6.3 What Did You Learn
1.6.4 Thank you and Final Thoughts
- Session 02 Intro to Shaders and Creation of Texture Maps
2.1 The Opening
Intro to Shaders and Creation of Texture Maps and Exporting Revit files to 3DSMax & Rendering in 3DSMax
2.1.1.1 Hook
- this is to get the audience’s attention, makes them want to listen to what you are going to say
2.1.1.2 Introduction
– this tells the audience what they are about to learn.
2.1.1.3 Purpose/Promise
By the end of this session you will understand the following concepts / process
- Mental Ray Shaders
- Basics of Adobe Photoshop
- Texture Creation using Photoshop
- Application of Custom Textures in Revit
- Bonus Rendering Topics
2.2 Topics
Textures (image files)
Creation of Texture Maps
Setup Adobe Photoshop and customize the settings to cater to you
Create a new file
Create an organized ‘texture library’
Copy/Paste the base image into the new texture file
Copy/Paste any additional images used to create the final texture
Make the image tileable
Create the Bump and Specular Maps
Assign the New Textures to the Correct Shader Channels
Revit scene setup for export and export settings
Convert all light output to lumens
Delete all 3D cameras
Export to Max and Scene cleanup
Assign Mental Ray as the default renderer
Rendering in Max
Render process
2.3 Mental Ray Shaders
- Shaders are the building blocks of Mental Ray
- Everything that is used to create a render is called a shader
- For this class, we are going to focus on ‘Material Shaders’
- Material shaders allow us to define the surface properties of an object
- Shaders are made up of Channels…these channels are where the properties or values are plugged-in (entered)
2.3.1 Textures (image files)
- Textures files (maps) are image files used to help define the surface properties of objects
- Texture files can be either color or grayscale images
- Color images are most commonly used for the color or diffuse channel in a material shader
- Grayscale images are used for the Bump (surface irregularities), Specular (shinyness), and Displacement channels…as well as anything else that requires difference in Value
2.3.2 Creation of Texture Maps
2.4 Basics of Adobe Photoshop
2.4.1.1 Setup Adobe Photoshop and customize the settings to cater to you
- Brush size to precise
- Color space to RGB
- Scratch disk
2.4.1.2 Create a new file
- Best Practice: Keep the dimensions in equal multiples of 256pixels…ex. 256x256, 512x512, 1024x1024
- Best practice: Create the texture at 1024x1024, and decrease if needed (Specular maps don’t need to be this large)
- Name the file using a standardized format…ex. +BrickWall01_Color.jpg (for diffuse), +BrickWall01_Bump.jpg (for bump)
2.4.1.3 Create an organized ‘texture library’
- Best Practice: Have a centralized Texture Library folder
- Best Practice: Break-down your Texture Library folder into sub-folders for each material type…ex. Texture Library/Stone&Brick/+BrickWall01_Color.jpg
2.5 Manipulation of Image Files Using Photoshop
2.5.1.1 Copy/Paste the base image into the new texture file
2.5.1.2 Copy/Paste any additional images used to create the final texture
2.5.1.3 Make the image tileable
- Use the _________ filter with _________ setting
- Remove the seams by using the Rubber Stamp tool and Copy/Paste tool
- Either remove the _________ filter or just save the image as-is
2.5.1.4 Create the Bump and Specular Maps
- Convert the Color image to Grayscale
- Bump uses _________, Spec uses _________.
- Adjust the _________ for each image
- Click Save As, and rename the Bump Map +Name_Bump.jpg; Rename the Specular map +Name_Spec.jpg
2.5.1.5 Assign the New Textures to the Correct Shader Channels
- Assign the color image to the Diffuse/Color channel
- Assign the Bump and Specular maps to the corresponding channels
- Do a Test Render, and adjust as necessary.
2.6 Texture Map Adjustments
2.7 Bonus Rendering Topics
- Revit scene setup for export and export settings
- Export to Max and Scene cleanup
- Rendering in Max
- Render process
2.7.1 Revit scene setup for export and export settings
- Convert all light output to lumens
- Delete all 3D cameras
2.7.2 Export to Max and Scene cleanup
- Assign Mental Ray as the default renderer
2.7.3 Rendering in Max
- Finding render settings
- Material editor(overview)
2.7.4 Render process
- Render process (how - to)
- Output settings
- File size
- File types
2.8 The Close
2.8.1 Summary
Core Concept
2.8.2 Q&A
2.8.3 What Did You Learn
2.8.4 Thank you and Final Thoughts
- Session 03 Revit Rendering
3.1 The Opening
3.1.1.1 Hook
Something attention getting
3.1.1.2 Introduction
In this session, we will be covering the remaining topics in Revit….Including Photometric Lights, Cameras, and Tips and Tricks
3.1.1.3 Purpose/Promise
By the end of this session you will understand the following concepts / process
- Revit Rendering
- Photometric Lights
- Cameras in Revit
- Revit Rendering
- Lighting in Revit
3.2 Topics
The Sun System
Standard Lights
Photometric Lights
Cameras in Revit
3.3 Revit Rendering
- Photometric Lights
- Cameras in Revit
- Action of Rendering
3.4 There are three main light types in Revit
- Sun System
- Standard Lights
- Photometric Lights
3.4.1 The Sun System
- The Sun System is turned on/off by changing the lighting scheme to anything using Sun
- Revit uses Time/Place information for accurate sun studies
- When rendering interiors using the Sun System, it is a good practice to activate Daylight Portals
3.4.2 Standard Lights
- Anytime you create a family you can set the Family Category to Light Fixture. By doing this, you now have a new check-box…’Light Source’
- Once you check the ‘Light Source’ box, you have turned the family into a Standard Light
3.4.3 Photometric Lights
- Photometric Lights
- Photometric Lights use real-world lighting data to represent throw and falloff
- Lighting data is compiled into photometric files with the .ies format
- Once you make a family (fixture) a light source, you can adjust the lighting properties to include the .ies file
- Base families can be built from scratch or you can use an existing fixture as a base
- Most of the time you have to adjust the Web to match the fixture
3.5 Cameras in Revit
3.5.1 Cameras in Revit
- Cameras can only be created in a plan view
- We don’t have any options for camera type in Revit (35mm equivalent)
- New camera views are grouped under 3D Views in the Project Browser
3.6 The Close
3.6.1 Summary
Core Concept
3.6.2 Q&A
3.6.3 What Did You Learn
3.6.4 Thank you and Final Thoughts
- Session 04 Export to 3DSMax and 3DSMax Workflow
4.1 The Opening
4.1.1.1 Hook
Something attention getting
4.1.1.2 Introduction
In this session, we will be covering the process of exporting Revit files and importing them into 3DSMax. We will also cover the Max UI and rendering workflow from import to final render.
4.1.1.3 Purpose/Promise
By the end of this session you will understand the following concepts / process
- 3dsMax to Revit File Transfer
- How 3dsMax Works
- 3dsMax Workflow
4.2 Topics
Exporting Files from Revit
Scene Cleanup
3DSMax Architecture
3DSMax UI
3DSMax Rendering Workflow
3dsMax to Revit File Transfer
4.2.1 Exporting Files from Revit
- Convert all lights to lumen output
- Delete all 3D Views and Cameras
- Delete all unused Materials and Purge all
- Create a new 3D View to export from
- Save file as +filename_MaxExport
- Export file as .FBX (FILMBOX)
- Importing Files into 3DSMax
- Open 3dsMax and assign Mental Ray as the production renderer
- Setup units to US Standard: Feet with Fractional Inches
- Turn on Use Real-World Texture Coordinates under Preferences/General
- Import file and select Revit as Current Preset
4.2.2 Scene Cleanup
- Delete the Sun System and any remaining cameras in the Perspective view
- Unhide all objects
- Delete any unneeded objects through the Select By Name dialog
- Save file as +filename_baseMax
4.3 How 3dsMax Works
4.3.1 3DSMax Architecture
- 3dsMax is a Plug-In based program
- Max uses Layers like CAD
- Object manipulation is achieved by adding Modifiers to the object
- Modifiers are hierarchal – the order determines how the modifications are applied (The Modifier Stack starts at the bottom and ends at the top)
- Modifiers can be deleted, copied, pasted to other objects, turned on/off, and pinned
- The Stack uses a lot of memory, so once you are done modifying an object you should collapse the stack
4.3.2 3DSMax UI
- You can Orbit in the 3D view by holding ALT while pushing the Middle Mouse Button
- You can Zoom by Scrolling the Middle Mouse Button
- The Menu Bar on the Right is called the Command Panel
- The Command Panel is where you Create and Modify objects
4.4 3dsMax Workflow
4.4.1 3DSMax Rendering Workflow
- The Max Rendering Workflow is the same as in Revit with a few exceptions:
- Create objects
- Modify objects
- Assign materials
- Light your scene
- Create cameras
- Render
4.5 The Close
4.5.1 Summary
Core Concept
4.5.2 Q&A
4.5.3 What Did You Learn
4.5.4 Thank you and Final Thoughts
- Session 05 Shaders In-Depth and the 3dsMax Material Editor
5.1 The Opening
5.1.1.1 Hook
Something attention getting
5.1.1.2 Introduction
In this session, we will be covering the 3dsMax Material Editor, Shaders In-Depth, and Assignment of materials to objects in Max.
5.1.1.3 Purpose/Promise
By the end of this session you will understand the following concepts / process
- The 3dsMax Material Editor
- Assignment of Materials in 3dsMax
- Shaders In-Depth
5.2 Topics
Material Editor UI
Creation of Material Libraries
Assignment of Materials in 3dsMax
Before rendering, you must apply UVW Mapping to the object.
Main Shader types
Main Shader types cont.
5.3 The 3dsMax Material Editor
5.3.1 Material Editor UI
- Basic commands (get material, put to library, assign to object) are located on both the Menu Bar and the buttons to the Right and Below the material window.
- Right clicking on the material preview window allows you to change the sample matrix size and move/copy materials.
- Double-clicking on a material opens an enlarged preview window; which can be resized
- The Menu Bar includes viewing options (Options/Options), Duplication options (Utilities/Instance Duplicate Map), and Resetting options (Utilities/Reset Material Editor Slots).
5.3.2 Creation of Material Libraries
- By highlighting a material and clicking the Put To Library button, the selected material is added to the current library.
- If no library is selected, Max adds the material to an unnamed default library. This library must then be saved in order to use it in other projects.
- By clicking the Get Material button and selecting Material Library, you can add other material to the library by clicking the Put To Library button or dragging the material into the library window.
- Click the Save As button to save the Material Library to disk.
- You can also Merge other Material Libraries into the current one and Save them as new ones.
5.3.3 Assignment of Materials in 3dsMax
Assign materials by either dragging the material onto the object, or clicking the Assign Material To Selection button
5.3.4 Before rendering, you must apply UVW Mapping to the object.
- Select the object, and open the Modifier tab on the Command Panel
- Click the modifier list, and scroll down to the UVW Mapping modifier
- Choose the mapping type based on the type of object
- Click the Real-World Map Size check box
- Modify the UVW sub-object (Gizmo) as needed
5.4 Shaders In-Depth
5.4.1 Main Shader types
- Lambert: Lambert is a flat material type that yields a smooth look without highlights. It calculates without taking into account surface reflectivity, which gives a matte, chalk-like appearance. Lambert material is ideal for surfaces that don't have highlights: pottery, chalk, matte paint, and so forth
- Phong: The Phong material type takes into account the surface curvature, amount of light, and camera angle to get accurate shading and highlights. The algorithm results in tight highlights that are excellent for polished shiny surfaces, such as plastic, porcelain, and glazed ceramic.
- PhongE: PhongE is a faster rendering version of Phong that yields somewhat softer highlights than Phong. Most artists use regular Phong for objects with intense highlights and Blinn for everything else.
5.4.2 Main Shader types cont.
- Blinn: The Blinn material type calculates surfaces similarly to Phong, but the shape of the specular highlights in Blinn materials reflects light more accurately. Blinn is good for metallic surfaces with soft highlights, such as brass or aluminum.
- Anisotropic: The Anisotropic material type stretches highlights and rotates them based on the viewer's relative position. Objects with many parallel micro-grooves, such as brushed metal, reflect light differently depending on how the grooves are aligned in relation to the viewer. Anisotropic materials are ideal for materials such as hair, feathers, brushed metal, and satin.
5.5 The Close
5.5.1 Summary
Core Concept
5.5.2 Q&A
5.5.3 What Did You Learn
5.5.4 Thank you and Final Thoughts
- Session 06 Lighting and Pro Materials In 3dsMax
6.1 The Opening
6.1.1.1 Hook
Something attention getting
6.1.1.2 Introduction
In this session, we will be covering the 3dsMax Pro Materials and Lighting in Max.
6.1.1.3 Purpose/Promise
By the end of this session you will understand the following concepts / process
- 3dsMax Lighting
- Pro Materials
6.2 Topics
Max Standard Light types
Max Photometric Light Types
The Daylight System
What are Pro Materials
Pro Materials are
Pro Materials Templates
6.3 3dsMax Lighting
6.3.1 Max Standard Light types
- Omni: Omni lights emit light from a single point, which is of infinite smallness
- Spot: Spot lights emit from a point as well, but they also contain hotspot and falloff information
- Direct: Direct lights emit directional light bases on the direction they point. The light is infinite in all directions
- Skylight: the Skylight creates ambient light just like the sky
6.3.2 Max Photometric Light Types
- Target Light: The Target Light contains the emitter and a target, which can be adjusted to aim in a certain direction
- Free Light: A Free Light is like a Target Light, but it doesn’t allow for directional adjustment
- Mr Sky Portal: The mr Sky Portal is like the skylight with more custom settings
6.3.3 The Daylight System
- The Max Daylight System is just like the Revit Daylight System
- It is made up of a Compass, Sun, and Sky System
- You create the Daylight System from the Command Panel under Systems
- Once creates, you can Modify the settings from the Modify Panel
- Under Position, you can choose to manually move your sun, or you can set a date/time/location
- To set the location, you click the Setup button, and choose your location from the location tab
6.4 Pro Materials
6.4.1 What are Pro Materials
- Pro Materials are
- Just like the materials in Revit
- But with more parameters
6.4.2 Pro Materials Templates
- Pro Materials Templates are
- Based on templates
- From specific applications
- Construction Template
6.5 The Close
6.5.1 Summary
Core Concept
6.5.2 Q&A
6.5.3 What Did You Learn
6.5.4 Thank you and Final Thoughts
- Session 07_Getting the most out of your renders
7.1 The Opening
7.1.1.1 Hook
Something attention getting
7.1.1.2 Introduction
This is what you will lean
7.1.1.3 Purpose/Promise
By the end of this session you will understand the following concepts / process
7.2 Topics
Advanced rendering in Revit
Intro to advanced rendering in Max
Intro to compositing renders into a live - action background
7.3 Advanced rendering in Revit
- Topic Point A
- Topic Point B
7.4 Intro to advanced rendering in Max
- Topic Point A
- Topic Point B
7.5 Intro to compositing renders into a live - action background
- Topic Point A
- Topic Point B
7.6 The Close
7.6.1 Summary
Core Concept
7.6.2 Q&A
7.6.3 What Did You Learn
7.6.4 Thank you and Final Thoughts
- Session 08_QA
8.1 The Opening
8.1.1.1 Hook
Something attention getting
8.1.1.2 Introduction
This is what you will lean
8.1.1.3 Purpose/Promise
By the end of this session you will understand the following concepts / process
8.2 Topics
8.3 The Close
8.3.1 Summary
Core Concept
8.3.2 Q&A
8.3.3 What Did You Learn
8.3.4 Thank you and Final Thoughts
- Session 09_Principals of lighting (Examples in 3DSMax) and Lighting in Revit
9.1 The Opening
9.1.1.1 Hook
Something attention getting
9.1.1.2 Introduction
This is what you will lean
9.1.1.3 Purpose/Promise
By the end of this session you will understand the following concepts / process
9.2 Topics
Principals of lighting
Examples in 3DSMax
Lighting in Revit
9.3 Principals of lighting
9.3.1 3 - point lighting
9.3.2 Image based lighting
9.3.3 Light 'painting'
9.4 Examples in 3DSMax
9.5 Lighting in Revit
9.5.1 Sun system
9.5.2 Standard and IES lights
9.6 The Close
9.6.1 Summary
9.6.2 Q&A / What Did We Learn:
- Session 10 Getting the Shot (Cameras and Cinematography)
10.1.1 The Opening
10.1.1.1 Hook
Something attention getting
10.1.1.2 Introduction
This is what you will lean
10.1.1.3 Purpose/Promise
By the end of this session you will understand the following concepts / process
10.2 Topics
How cameras work in 3D
Camera creation and settings in 3DSMax
Basic cinematography principals
10.3 How cameras work in 3D
- Topic Point A
- Topic Point B
10.4 Camera creation and settings in 3DSMax
- Topic Point A
- Topic Point B
10.5 Basic cinematography principals
- Topic Point A
- Topic Point B
10.6 The Close
10.6.1 Summary
Core Concept