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What is the translucent object of 3DMax? Introduction of translucent objects in 3DMax
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Introduction of translucent objects in 3DMax

How is this place? It is translucent.

This translucency is actually a supplement and cooperation of refraction. Just like some objects in our life, light passes through but is opaque, and we can set it through this translucency.

For example, when a candle is lit, you can see the light passing through it, but it is not transparent. It is better to say that grapes and human skin belong to this phenomenon. These materials are translucent.

As you can see, there is a kind of translucency. When it is none, it means that we don't turn on the translucent effect. When we click on it, we can see the hard (wax) model. For example, we are simulating some jade, that is, some hard transparent and opaque objects. We can do it through this.

There is a soft (water) model below to simulate some materials, such as wine or grapes. Then looking down is a mixed model, which is actually based on this soft and hard, such as human skin or milk, through which some turbid objects can be selected.

For example, this mode can be adjusted by some physical properties. Of course, if you want to use this translucent object, you must pay attention to some related settings to achieve some translucent effects.

First, 1 is light. This lamp must be a VRay lamp. For example, let's turn on the light.

It must be VRay lighting to produce translucent effect, but we will also use other lighting when using it, such as self-contained lighting in 3DMax, photometric lighting and so on. For example, taking standard lighting as an example, we usually use target directional light or target spotlight to simulate sunlight and some lights.

So in the simulation, we have to produce a translucent effect. What shall we do? Let's pull it out and have a look.

When we check this shadow, we must choose this VRay shadow among the following shadow parameters to make the illumination in 3DMax translucent, which is the illumination aspect.

2. Refraction must be adjusted.

There must be a refraction effect. If you can't set this place to 0, then there will be no translucent effect at 0. When we set it to a certain intensity, we should also set the gloss accordingly.

Just give it less than 1 or 0- 1, and set another place, which is smoke color.

For example, let our objects have a certain color instead of white.

From the two aspects we have explained, we can understand. This translucent effect is achieved on the basis of refraction effect. In other words, there is no translucent effect without refraction effect.

In addition, when setting translucency, don't set any parameter of material layout to 255, otherwise an error will occur. What do you mean? For example, if we set this reflection to 255, or set the diffuse reflection to 255, an error will occur, so we should remember this. Ok, let's render this scene first.

Now we can see from this glass of juice that we can simulate a situation similar to wine. We turn the color of the smoke deeper,

Let's make this wine more effective. Let's render it.

The translucent effect is not turned on at this time. When we set it up with a soft (water) model, let's take a look.

At this time, after the translucent effect, its transmittance is not as good as before, so we set the gloss value to 0.95. Let's compare it.

When we give it a certain fuzzy value, the translucent effect will be stronger.

The introduction of 3DMax translucent objects ends here. If you want to learn 3dmax, please click this link: