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Home Jeff's Blog 3ds Max 2008 Portal light tip
3ds Max 2008 Portal light tip PDF Print E-mail
Written by Jeff Patton   
Saturday, 20 October 2007 14:12

Tried the mr Sky Portal yet? Good stuff eh? Well, don't forget that you can use the mr Sky Portal lights for more than just skylight portals. They work great for visible area lights as well. In this tip I'll show you how you can add kelvin temperature control to the sky portal lights and use them in your scenes as area lights.

In the first step you'll need to modify the base.mi file to remove the hidden tags from the two shaders in the light utility section. So, open the base.mi file in your favorite text editor and scroll down towards the bottom to the "Light utils" section. Once there you'll place a pound sign in front of the "hidden" tags on both the mib_cie_d and the mib_blackbody shaders.

Next, you'll need to modify the apply type on both as well. These shaders are actually light shaders and can currently only be applied to light sources...HOWEVER, you can simply add the apply type "texture" and you'll be able to use them as a texture map to give the portal lights kelvin capabilities.

Here's a visual of my base.mi file highlighting the changes I outlined above:
(be sure to add the comma after "apply light")

Once the base.mi modifications are complete, add a mr Skylight Portal to your scene. In the advanced parameters rollout enable "Visible to Renderer" and select custom for the color source. Click the button next to Custom that's currently labeled "None" and assign either the mib_cie_d or mib_blackbody shader. Of course you'll need to drag an instanced copy of that shader to the material editor in order to modify the color/temperature and brightness.

And here's an example render using two portal lights with cie_d shaders applied (click to enlarge).


I did not use any indirect illumination in these examples because I wanted to illustrate the portal lights diffuse illumination of the scene. But remember the mr Sky Portal obviously works great with FG, but they also will emit photons if you wish to use them with GI.

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Joseph Harford wrote on September 18, 2008
 
Title: Great post
Thanks Jeff, Another great post. Most informative.
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ervin poljak wrote on June 07, 2009
 
Title: thx
...i think this solved my previous issue...thx Jeff!!!!
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maryam wrote on September 07, 2009
 
Title: ...
Thanks a lot!
:)
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David wrote on December 03, 2009
 
Title: ...
Hi Jeff
Sorry foy my bad English, jj

I have a problem, i work with 3Ds 2010 Desing SP1 version and i do it, edit the base.mi file, and restar my max, but i can't find the mib.blackbody, it's no there here.
Do you think it's for mi Desing version?
or I need to edit another thiks?
Thankx so much!! David



#-------------------------------------------- Light utils

declare shader
color "mib_cie_d" (
scalar"temperature",
scalar"intensity"
)
version 1
apply light, texture
end declare

declare shader
color "mib_blackbody" (
scalar"temperature",
scalar"intensity"
)
version 1
apply light, texture
end declare
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David wrote on December 03, 2009
 
Title: ...
Sorry Everybody
I can find the solution,
It's so easy, look:_
I need edit the base_max.mi file alone, do not edit base.mi
For 3Dstudio max 2010 and 2010 Design users
Regards from Basque Country
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snake eyes wrote on July 02, 2010
 
Title: difference between them
whats the actual difference (lighting/shadow/reflection wise) between a mia_cie_d, mib_blackbody and just creating a photometric free light with its shape set to rectangular?
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Jeff Patton wrote on July 03, 2010
 
Title: ...
Slightly more even light distribution.

Unfortunately the area light options in 3ds Max/mental ray all emit from a center point instead of evenly from the entire area light surface. While this holds true for the portal lights as well, the effect is not as strong as it is with the photometric area lights. Therefore I've found the lighting from a sky portal light source will be slightly more smooth/uniform.

Of course this all depends on the size of the area light. if it's small to begin with, then the center distribution isn't going to be a big deal. But if you try to make a 20' area light, then it will be very apparent (and annoying).
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snake eyes wrote on July 05, 2010
 
Title: ...
ah...I think I follow now, thanx Jeff.
so in the case of a studio lighting setup (for lets say a toy car) where the light would be around 1meter or so, a area light should be fine...

but lets say you doing a studio setup for a real car, could be better to use a black body?
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