3ds max, Forest Pack, Railclone & VrayLightSelect Script Tutorial (subtitles)


– Hello there, I’m Jamie. Welcome to another session
of VizTech support services. In this particular session I’ll quickly show you how I was able to
create all the grass and shrubs; and will also be introducing
you to a script called Auto Render Element “VRayLightSelect.” This script automatically
creates a vray lightselect render element of all
the lights in the scene, with a click of a button. The final result of that particular scene. It’d look something similar to this. Where you’d see all the shrubs and so on. For very dense and complex
scenes such as this, I’ve used an amazing new graphics card called AMD Radeon Pro. It can handle almost any scene. Renders faster and
perfect for VR projects. You should check it out if you can. So to create the shrubs, the first thing that I was able to do. I first created a
rectangle around the area that I wanted to create the grass, or the leaves. Like so. The next thing that I’ve done, just isolated the scene there. Went into geometry, Under the standard primitives. And then from the list, I’ve selected the iToo software. First Click on a forest pro button. Under the Forest creation library, click on the select toggle. That should take you to the library first. So here’s your library. Sometimes it gets hidden by accident. Here. In this vast library, you can choose different sets of grass, lawns, and so on. For the purpose of this exercise, I’ll choose the Oak Leaves set. Then once you’ve selected there, you just click enter. And simply go into the rectangle, and click on it. It should automatically
create the set of Oak Leaves, previously chosen from the library. By Default, Forest pro displays objects in the viewport as point clouds. If you wish to change this,
simply open the modify panel. And then you scroll down. Open the display rollout, and choose to display the objects in the viewport as mesh. But it depends, for instance, if this was all grass. I don’t think you’d be
able to see anything here. Because it’d be too dense
to be displayed as mesh. Another amazing feature of forest pack, is that, it automatically generates and updates high resolution
textures with all objects in the scene. Use the material picker to check the Forest pro materials in the scene. As you can see, there’s translucency
maps, bump, normal maps and high resolution textures. In the end, you can convert the forest pro objects into editable
polys or mesh, if you wish. Simply select the object, right click and choose to convert. To create the grass, simply repeat the previous steps and select one of the grass library sets. As you can see, everything’s been created with randomness. To decrease the density, simply open the modify panel, scroll down and open the
distribution rollout. In the density group, the smaller the values the
more dense the grass will be. The higher the values, the
less dense the grass will be. When objects are not too dense, they are easier to be displayed as mesh in the viewport. Otherwise, you probably won’t be able to. You can go into mesh. Like for instance, if you were to go back into density here. And reduce it. Obviously, now it’s becoming
more and more dense there. There’ll be a point where, to match density is so
high that we’ll not be able to be displayed as
mesh in the viewport. There are few types of display options. The default points-cloud,
the mesh type and proxy. And it takes seconds to render. Also you can add your own objects. So for instance, imagine if you had your
own set of geometry you wanted to add. Say a sphere. Select your forest pro object first. You just go into the add
multiple custom objects. And add your object. This is obviously just an example. You’re now gonna use this sphere. And in addition to that, if you want specific
types of patterns there. You can go to image and then select a map. So forest pack with give
you some different patterns for the grass. It’s all based on the grayscale material. as well, so the arrangement will
just be slightly different. Obviously because it’s not too dense, you can’t see a lot of pattern there. The moment you start
decreasing the density values, the pattern will become
a bit more apparent. Now you can choose a different pattern. See there, you can see the pattern there. Like an arrow. Just like that. You can choose, or you can create your own patterns obviously in there. I really like this one here. There. Quite easy really. The forest pro can also
be used on objects, as opposed to splines only. So, let’s supposed there this is, you wanted to create some grass around this
particular spherical surface. It’d be quite easy to do. So you’d use the same approach. We can also use the scale function to reduce the size of the overall object. Then we can increase the density now that the scale is much smaller. Let’s also change the
display type to mesh. There. The X , Y and rotation values can also be used to place the forest pro object more accordingly. To use forest pack, simply go to their
website and download it. So to create the curbs, I’ve done something quite similar. I’ve used a railclone. Railclone is quite easy to use. Simply go to their
website and download it. Think you have a trial
version for this as well. You can create amazing patterns
with a click of a button. So for the curbs, it’s quite easy as well. So you’ve just selected the
edge of the pavement there. Isolate it. Open the modify panel and
click on editable poly. We are trying to extract this spline from the edge of the surface there. Simply enable the edge selection there and start selecting on the edges. And then create a spline from that. Go to create spline from the selection. Go to linear. Rename it as curb, like so. And you got your curb there. Just click H from the keyboard
to open the dialog box. Select the curb. You isolate, isolate that. There you have your spline. So the next thing that you do, you go to iToo software again there. And you click on the railclone pro. First create your railclone icon; by clicking and dragging to create it. And then what you do, while the icon is still selected. You go to modify. And you click from the library there, you got curbs, you got
roads, you got sidewalk. All presets. You got railways. You got street lights. Traffic. Same thing, concrete curbs, building types, stadiums. You can create bleachers. The choices are immense. You can choose from any of these and just create amazing content. So for the curbs there, I’ve just chosen that one, concrete curb. And click import, select it. So under spline then,
there are properties. You see splines? You click on that, and then you click your
spline that we just created. Okay, and then you just open the material added to there. Just make them visible in a viewport. With the show shaded
material in the viewport. And by default, this has all been displayed as a box. Again, in i2 software you can choose how you want the surfaces to be displayed. So you can get it the moment
its set as adaptive, boxes. So you can go to mesh there. The offset allows you to
either go to the left or right. If you want to constrain the selection to just shapes, cause sometimes you don’t want
to select objects by mistake. You just go to shapes. And that’s your curb there. Select it. You can move that curb. Every time you want to
move the slab upwards. Always use the actual
spline itself to move it. Because it’s constrained to it. And then the Z axis. You just move it up. If you’re gonna change the curb itself, change the width and the gap, and so on. Once you’re happy with all the settings, you can always convert
into editable poly on mesh. Even if you don’t want to, you can just add editable
poly on top of it. So you just keep a stack. So you can always go back and forth. This is how I was able to create the grass, shrubs, trees, curbs and so on. To create the VRaylight
select renderelement, open the rendersetup dialog first. In the render elements tab; click on the add toggle, and choose the VRayLightSelect
render element from the list. You should be prompted with VRayLight Select
render element parameters there. Then you click add. You can add a light so the light is there. So once that’s rendered, it should look something similar to this. And then in post. Obviously lightselections work
best with the screen blending mode. See there? And you can easily increase the intensity of every single light. Just by simply adding the
levels adjustment layer. To do so, simply hold down the Alt key as soon as you see the clipping sign, clip it against that
lightselect render element. Just go into the middle point there. Increase intensity. It is required. And you can do that with
everything you’d like. So the end result would go from say, this is the rule render, and this is all the lightselection
tools, elements there. One by one, added. So if I were to deselect, this is what it would look like. So it makes a huge difference. And you can also add colors. Something like a color balance. In this scene, because
we have quite few lights, it wouldn’t be very practical to add over 100 lights manually. To expedite the process, we are going to use a script called Auto Render Element VrayLightSelect. Just go to scriptspot there. So what you do with this, you don’t have to install anything. You just download it here. And it says attachment, After downloading it , you unzip it. And place it under scripts. Go into autodesk, the version of your MAX, under scripts. You put the folder called ecXimer. Just go inside, you put it there. So MAX should definitely know
right away that it’s there. So you need to Reopen MAX. After you’ve reopened MAX, you just drag and drop
that file inside MAX. To create a button for the script, open the Customize User interface. Open the toolbar tab. Under toolbars, you go
in under Category’s there. Find and choose the ecXimer
command from the tab. The next thing that you
do, is to create a button. There, where it says new. You can write anything
there for the time being. So your button is there. So what you do, you just
drag and drop it there. And you can simply drag
it onto the toolbar, just as I’ve previously
done with that one. To automatically create
vraylightselect render elements, simply click on its toolbar first. See by default, it goes
to all lights in the scene. So you want all lights in a scene. Never use this function, as one element. This function adds all lights
into one render element. Without giving you any
flexibility to edit each light individually in post, as previously shown. So never use this particular option here. So once it’s here, just leave it as it is. To create the render elements of all the lights in the scene, simply click on create elements button. You can see all lights
are being created here. So it’s all automatically created. As you can see, all light selections have been named according to the light names. So you’d know exactly
which light is which. So for instance, if you wanted to edit. vraylight085 Simply go into post, select the relevant lightselection layer and edit it in post. So it’s very easy, very quick. If you have too many lights in a scene, it just makes your life a lot easier. Also, never render more than 120 lightselect render elements. Your renders will
probably crash, as result. To check how the entire exterior
night scene was created, simply check the links below, to my blog and patreon page. The entire course is full
HD, and with captions. I hope you’ve enjoyed this tutorial, if you did, please don’t
forget to like this video, and I’ll see you on my next one.

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