![]() This tutorial will give you an overview
of what effects you can achieve with translucency.
![]() Fig. 1. Technical illustration of scattering. Please note that in 3DSMax neither the Translucency material nor the translucency parameter from the raytrace material does “real” translucency. Both effects are for example not dependent on object thickness and only simulate forward scattering. So a lot of tweaking needs to be done to get realistic effects. Effect no. 1: Shadows from behind
Fig. 2. Backlit scene rendered without and with translucency. Now, how to do the setup? I’ll show this on a very simple example instead of the scene above, but the workflow is exactly the same. Also I’ll work with a raytrace material, not with the Translucency shader from the standard material but the settings are not different at all. All right, here we go:
Fig. 3. Open the material editor and assign a two-sided
raytrace material to the plane. If we render the scene now we see a nice
gray plane and perhaps a part of the teapot (depending on the point of
view you choose).
Fig. 4. Render again. You should see the shadow
from the teapot shining through (if you don’t see the shadow, go back and
make sure you have shadows turned on for the spotlight).
Fig. 5. That’s it! The same technique was used for the picture with the woman above and can also be used for leaves, newspapers, etc. But that’s not all what can be done with translucency. Think of a torch lit from inside, so here’s Effect no. 2: Light from behind
Fig. 6. Example of a torch rendered without and with translucency. This is what we called “forward scattering” at the start of this article. In real life it can be observed in materials like wax, milk, marble, etc. (essentially all non-metallic surfaces but in most cases the effect is to subtile to notice, for example wood). What happens in case of forward scattering is light entering the material is scattered around and leaves the object at a nearly random position on the opposite side. Let’s see an example. Create a new scene and throw in a teapot ( ;) ) and a point light behind it. As we just want to observe the translucency don’t create a second light this time. Also don’t enable shadows for the light (I’ll come to this later).
Fig. 7. Now apply the material we created for the
plane in effect no. 1 and render.
Fig. 8. Not impressed? There’s no reason to because
it looks like a flat, gray teapot (wow, two pages of tutorial to get a
flat, gray teapot, impressive, isn’t it? <irony off>).
Fig. 9. Render. Ahhhhh, that’s better.
Fig. 10. One thing about lighting a whole scene
with a few translucent objects and shadows. As we use the light attenuation
to simulate object thickness the light is zero or near zero behind the
object ("behind" as seen from the light source). So if you’d like to light up the rest of the scene (which will
be true in most cases), you’ll need to create a second light at the same
position as the one for the translucency and “Exclude” the translucent
object from this second light. For the shadows: It needs a lot of effort
to get shadows on translucent objects. Tweak around with the shadow color
and density to get the effect you’re looking for.
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