3DS Max Design: How To Create A Great Looking Sky

In the following tutorial, we will create a skydome that accurately projects light onto your scene. This tutorial is based largely (entirely) from the master of Mental Ray rendering, Jeff Patton.

Tutorial will take you to youtube–> 3DS Max Skydome creation – Try replacing “http://www.youtube.com” with “https://www.youtube.com” in order to view the video.

If you cannot or don’t wish to view the video, you can follow these simple steps:

1. Create a ground plane object and a sphere that is about the same diameter as the plane and has its center at the same elevation as the plane.

2. Select the sphere and convert it to an editable poly (right click menu) – name it “skydome”

3. Convert the sphere to an editable poly and delete the bottom half of the sphere beneath the plane

4. Add a “Normal” modifier to the sphere and flip the normals

5. Use “Select and Squash” to flatten the cylinder to make it half-spheroidal

6. Add a “UVW Map modifier” and set it to cylindrical – then click the fit button

7. Open the Slate Material Editor (type M)

8. Right click > Materials > mental ray > mental ray to create a new mr material

9. Left click and drag from the Surface Shader node (left side) to the left and let go of the button you get a menu of choices, select mental ray > Color Override/Ray Type Switcher

10. In the Slate Material Editor right click > Maps > Standard > Bitmap and select your panoramic sky bitmap image

11. Connect the right bitmap connector node to the “Eye Rays”, “Reflections” and “Final Gather” nodes of the Color Override/Ray Type Switcher

12. Connect the right Color Override/Ray Type Switcher connector node to the mental ray Material “Surface Shader” node

13. Set the “Output Amount” to between 30 and 50 on the Bitmap. edit: <—-scene scale is the driver of that value. The bigger (dimensionally) the scene, the higher the value.

14. Open the “Environment and Effects” dialog (type “8″) and on the “Environment” tab set the Exposure Control to Logarithmic Exposure Control

15. Check “Process Background and Environment Maps” and check “Exterior Daylight”

16. With the skydome selected, open the material editor, select the sky parent material (Color Override/Ray Type Switcher) and click the “assign material to selection” button to assign it to your selection

17. Do some test renders, adjusting the output of the bitmap each time to see how the different levels affect the scene lighting. If you see black, keep upping the value or double check this list. It’s easy to skip a step.

18. Finally, create a daylight system and do more test renders.