Archive notice: This article was originally published on October 11, 2008. Links and embedded videos are preserved as part of the historical record.
After the modelling phase, objects in a 3D scene do not yet have surface properties that allow statements to be made about their substance. Using an example scene in 3ds Max, the use of new and old mental ray shaders is demonstrated to generate various frequently used materials. Light sources must also be installed in 3D scenes to illuminate them so that shaders can take effect and photorealistic renderings can be achieved. This always requires an answer to the question of calculation with direct or indirect light. The use of direct and indirect light is explained with the help of mental ray’s Global Illumination.
Dr Klaus Kohlmann works as a 3D artist at ZDF. He also writes about 3ds Max and researches 3D graphics. He teaches 3ds Max and 3D computer graphics at Ruhr University Bochum and at the Cologne campus of Macromedia University of Applied Sciences for Media.
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