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Glass Vray Rendering Tutorial in 3ds Max
 
In this 3ds Max tutorial, we will model and render a wine bottle and glass using a simple Vray Glass Material.
 
Vray is an alternative renderer to Mental Ray, and can produce very good results. Some of the things you will learn:
* Modeling the wine bottle from a polygon, and using Bevel to shape it.
 
* Draw the wine glass from 2D lines, then use the Lathe modifier to model it.
 
* Use the Turbosmooth modifier to smooth the bottle and glass.
 
* Use Vray as the renderer, and apply Vray Materials for 3ds Max.
 
* Set up lights, the stage and render settings in Vray.
 

 

Watch the video or written tutorial:

 

Phase 1: Creating models.

Modeling the bottle:

1. Draw a circle in viewport. To do that, in the create panel go to Shapes > Circle.

 

 

2. Drag and draw a circle with about 3.00 radius. Right click on the circle then go to Convert to > editable poly. This will convert the shape from spline to a polygon object. Which is easier to edit in 3d modeling.

 

 

3. We have a round polygon now. With the object selected, on Modify panel click on Polygon icon. Now the editing tools for polygon are visible. Click on Extrude in Edit Polygons.

 

 

4. Now go to Front viewport to work more easily. Take the mouse pointer over the polygon object that is selected and you’ll see that the mouse pointer has changed to extrude icon. Now drag and make the object as tall as you want the bottle’s height.

 

 

5. Click on the Bevel right down to the extrude button. Now drag and extend the height a little bit then release mouse button. You can see you still have control on the object. Now if you move your mouse to left, the bevel value will decrease and right will increase. Obviously you’ll want to decrease the bevel to make a funnel style top which wine bottles have.

Picture 

 

6. Now make the rest of this shape by same way.

Picture 

 

7. Now use the Extrude tool again to make the bottle’s neck.

8. To make the top of the bottle, use the Bevel tool as described in step 5.

 

 

9. Now select the extrude tool and drag the top a little deeper. This will make a hole in our bottle. We won’t make this bottle refractive as a normal glass, so a little deep hole will work.

 

 

Modeling the Glass and smoothing the models:

1. To make the glass we’ll use Splines. Go to Create > Shapes > Line. Draw the side of the glass as shown in the image below. To modify the shape you can go to modify panel and click on vertex to edit it.

 

 

2. Select the shape and apply Lathe modifier to it.

 

 

3. Set Segments to 10 and Align to Max. Check Weld Core.

 

 

4. Click on the modifier list and select Turbosmooth modifier. Change the Interation value to 2.

The glass looks a little alive now.

 

 

5. Same way add Turbosmooth modifier to the bottle. Change the Interation value to 2.

You can see after making smooth, the bottle’s top and bottom looks a little wired.

 

 

6. Select the bottle, click Editable Poly in the modifier stack and click on the edge button.

 

 

7. Drag and select all the edges on the bottle’s neck. Click on the Connect settings. It’s a little box iconed button right after the connect button at Edit Edges. When the settings window appears, set Segments:3 and Pinch:80.00 then click ok.

 

 

8. Now you can see 3 new edges on the bottle’s neck. Select the move tool and move with the Z axis. Move the edges very near to the top of the bottle.

 

 

9. Select the bottle body’s edges same way and connect with 3 segments and use 90 pinch this time. Drag them to very close to the bottom.

 

 

10. Select any one of the edges at the bottom and click on loop at the modify panel. Now all of the rounded edges at the bottom are selected. Use the scale to to make the bottom a little thinner.

 

 

11. Now click on the Editable Poly on the modier stack to exit the edit sub object level. You’ll see the difference at the top and the bottom of the bottle.

Picture 

 

Phase 2: Creating materials and applying them to the models.

1. As we’ll use vray as our render engine, we have to make vray materials. To make a vray material, first we need to assign vray to default render engine. Go to Render > Render settings. Scroll down in the Assign renderer, click the button next to the Production. Then select the vray version you’re using.

 

 

 

2. Now open the material editor by pressing M or go to Rendering > Material Editor

 

 

3. The first material slot is selected. Now change the Material type. Default is Standard material. Click the button next to the material name and change it to VRayMtl.

 

 

4. First we’ll make the bottle’s material so set the Diffuse color to Black. Set the reflection color to 100% White. Black means 0% reflection and white means 100% reflection. Now click the button next to the Highlight Glossiness, this will allow you to change the value. Set the value to 0.8. We don’t want a mirror type reflection so we’ll use freshnel reflection. Check the Freshnel reflection button. We need to change the freshnel because we don’t want a solid freshnel reflection. Click the button next to the Freshnel reflection and change freshnel IOR to 0.4 and Max depth to 1. Now drag and drop the material to the bottle.

 

 

5. On the material editor, select another material and change it to VRayMtl. This time we’ll make the Glass material. Set Diffuse color to white, Reflection to White and Refraction to white. Click the Freshnel reflection, set Highlight glossiness to .8 and in the Refraction, check the Affect shadow. Drag and drop the material to the glass.

 

 

Phase 3: Seting up lights, stages and render settings.

1. First of all, we have to make a surface. To make a surface we’ll use VRay plane. Go to Create > Geometry > Vray > VRay Plane. Click the color next to the object name and change color to white.

 

 

2. For light, we’ll use Target Direct light. Go to Create > Lights > Standard > Target Directional. Make the Light in the direction shown in the image below. In shadows, click on shadow type, select vRayShadowMap. In Directional Parameters, change Hotspot/Beam to 45.0 and set Falloff/Field to 47.0

 

 

3. Now go to Rendering > Settings > Indirect ilumination. On vray indirect ilumination rollout, click On.

 

 

4. Go to vray caustics rollout. Click on to enable caustics. Use my values to get a realistic rendering:

Multiplier: 0.5

Search Dist: 1.0

Max photons: 20

Max density: 0

 

 

Now add more planes to set up the stage perfectly. Finally render the scene. If you have followed the settings, then you should get same result as me.

Vray rendering in 3ds Max 

 

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You might also be interested in more 3ds Max tutorials:
 
 
 
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