Shader sample scene

All Extended Uses
Included Formats
3ds Max 2011 Default Scanline 2011
3D Model Specifications
Product ID:667614
Published:
Downloads:4682
Geometry:Subdivision
Polygons:3,640
Vertices:2,476
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Unknown
Artist
TurboSquid Member Since January 2012
Currently sells 4 products
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2 Ratings Submitted
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phil_man
Jul 17, 2012
Description
This is my version of the typical shader sample scene.

Also helped me to put into practice some lighting ideas that came to surround my head.

It was created with 3D MAX and ready to render with pure standard Scanline, without any script or plugin, or any special rendering engine without Global Illumination, or anything like that.

Designed for very fast renders with standard materials, for when you just need that 'thing look', without further complications.

i allways looking for the more optimized option to give the look without much load calculation times.

Technical data:

The images were created without 'global illumination' or any other calculation method or advanced rendering plugin.

Lighted with two light domes created by hand, one to simulate the effect of 'Ambient Occlusion' and one that projects an HDRI to simulate GI and create glare on the materials, finally one skylight, which outlines best volumes and softens shadows.

The images show the various elements that make up the lighting separately, just so you can see what each group of lights individually, although the final image is rendered all together in a single pass.

I finally share the scene, if you are interested, the heap up as you like.

I put at your disposal, completely free and without limitations, provided that, when you use or share the scene, show the original author, and source.

A final note on the scene, if eventually you decide to use it, to control the reflections and lighting using 2 different HDRI's, if you need to change them, the easiest method is to access the 'Start menu' then 'Manage' and then look for the 'Asset Tracking' From there you can change both images independently, and automatically update both, the dome lights for HDRi and the environment of the scene.

And just to note that for the HDRI image use a cube projection, and for the reflections a tipical spherical projection (things about the mapping projection lights).
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