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Vray 3ds Max Sun Rendering Settings / Sketchup-3dsmax-photoshop ( Vray Renders) / Vray Rendering Plugin For 3DS Max (2) (3) (4)

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3ds Max/vray Tutorials by 5p1naz(m): 10:03pm On Aug 18, 2010
Apart from the default render engines that come with 3ds Max, several extra renderers are available. Of all the 3rd party renders on the market, however, V-Ray has proven time and time again to be the most popular. In this tutorial, you will be introduced to lighting and rendering an outdoor scene with V-Ray in 3DS Max.


This tutorial will walk you through the process of taking a finished model from it’s default rendered appearance, to a correctly set-up, and realistically lit final result. You will learn the basic V-Ray settings, that should always be set up for any scene, how to use a Gamma correct workflow, how to set lighting and global illumination settings, and how to optimize those settings. Note: This tutorial is meant to introduce a user, familiar with basic rendering in 3DS Max, to using V-Ray in a correct workflow. It will not teach you how to model the scene used in the images, as that is not our focus.

The software used will be 3DS Max 2009 together with V-Ray 1.5, but using another version of 3DS Max should not be a problem, although minor differences in settings might be necessary. You can download the project file from the following link if you would like to look at (or play with) the settings, but you will need to have the above mentioned software to open it.

[size=14pt]
Final Effect Preview[/size]







[size=14pt]Step 1[/size]

First of all, when rendering scenes with realistic global illumination, it is very important to work with gamma-correct settings. In short, this means we adjust 3DS Max’s settings to display brightness levels as you perceive them in real life.
Go to “Customize” > “Preferences”, and select the “Gamma and LUT” tab. Any settings that you need to change, or pay attention to, will always be marked with a red border. It is very important to make sure that your screen or videocard display settings are set so that the gamma preview image blends together as one single grey value when viewed from a distance.






[size=14pt]
Step 2[/size]

Next, go to “Rendering” > “Render Setup” (F10 on your keyboard). The “Common” tab should be active. Scroll all the way down, and open the “Assign Renderer” rollout. Hit the button next to the name of the “Production:” renderer to get a list of installed render engines. Choose “V-Ray 1.50″ from the list and hit OK. The tabs in the “Render Settings” dialog should change to include, among others, a “V-Ray” tab







[size=14pt]Step 3[/size]

For now, close the “Render Settings”. Hit ‘F9′ to start a first test render with “V-Ray”. You will notice “V-Ray” renders with small squares running across your render, these are called ‘buckets’. My scene is Tod Williams’ 1978 Tarlo House in Suffolk County, NY. I chose this subject because it was easy to model, yet still looks interesting enough as a subject for this tutorial. You might notice that my background color is grey instead of black. You can do the same via “Rendering” > “Environment”, or hitting ’8′ on your keyboard, but it is not really important since we will change this in a few steps anyway.







[size=14pt]Step 4[/size]

The first thing you should always do when setting up rendering, is change your “Antialiasing” filter. Hit ‘F10′ again, to bring up the “Render Settings” window, and go to the “V-Ray” tab. The rollout we want is the “Image sampler” (Antialiasing) rollout. Change the drop down for the filter from “Area” to “Catmull-Rom”. “Area” is the default filter, which looks blurry and un-sharp compared to other more advanced ones. You don’t have to use “Catmull-Rom”, “Lanczos”, and “Mitchell-Netravali” are also okay, but I prefer the crisp look “Catmull-Rom” gives me.







[size=14pt]Step 5[/size]

Close the “Render Settings”, and render again by hitting ‘F9′. The difference in changing the “Antialiasing” filter should be visible already.






[size=14pt]Step 6[/size]

Next, you will set up a camera. In 3ds Max, you can create a camera from a view by pressing “Ctrl + C” in a perspective viewport. So, try to find a camera angle that is aesthetically pleasing, and hit “Ctrl + C”. This creates a default 3ds Max Camera, as you should be able to see from other views. You can switch a viewport back to perspective mode by hitting ‘P’ while in it. Hitting ‘C’ will return the viewport back to camera mode, or present you with a list of camera’s if there are multiple cameras in the scene.







[size=14pt]Step 7[/size]

“V-Ray” has a special, proprietary camera, called a “V-Ray Physical Camera”. This camera behaves like a real-life camera with F-number, shutter speed, and ISO values. The main reason you should use it is because you have more realistic control over your renders, and you won’t have to tweak your “V-Ray” light settings, since their default values are meant to work with the “Physical Camera”.

In the “Primitives” tab, go to the “Cameras” section, and change the drop down to “VRay”. Create a “Physical Camera” at about the same location as the standard camera. Now, use the “Align” tool (highlighted red in the top left corner) to align your “Physical Camera” to the standard camera. Do the same thing with the “Physical Camera’s” target.






[size=14pt]Step 8[/size]

Delete the standard camera (you won’t need it anymore). Change your view to look through your new “V-Ray Physical Camera”. Now hit ‘F9′ to test render again. You should immediately see that our render has gone a lot darker. This is because the brightness the “Vray Physical Camera” expects from lights is much higher than the default brightness of standard 3ds Max lights. You will also notice the “Antialiasing” quality has gone down. This is actually normal, since “V-Ray” adapts it’s “Antialiasing” quality based on brightness and contrast (remember the “Adaptive subdivision” sampler from the “Antialiasing” rollout).






[size=14pt]
Step 9[/size]

To fix your brightness problem, you need to set up some lights. We are going to use a “Daylight” system to create a sunlight in our scene. The advantage of this system is that it has an easy interface for correct sun positions and movement. Go to the “Systems” button, of the “Create” tab, and create a “Daylight” object, at the center of your scene. The size of this object does not matter. Once created, you can rotate it to change the compass direction.






[size=14pt]
Step 10[/size]

The “Daylight” system automatically created a sunlight attached to it. Select this light, called the “Assembly Head”, and change the highlighted drop downs to use a “VraySun”, instead of a standard light, and disable the “Skylight”. The “Skylight” is not an object in “V-Ray”, but a render setting (we will talk more on this later). Remember that adjusting the “VraySun’s” parameters happens through here. Since we are using a “Physical Camera”, however, this is not necessary, as the default values will work fine.






[size=14pt]Step 11[/size]

With the “Daylight Assembly Head” selected, go to the “Motion” tab. Here you will change the sun’s “azimuth” and “altitude” to your liking, by using the “Time” settings. What is interesting here, is that you can also select a location somewhere on earth and the daylight system will automatically adjust the sun to behave like on that location. Click “Get Location”, and click on a location on the world map to select it. I used the approximate location of “Suffolk County”, NY.






[size=14pt]
Step 12[/size]

Once you have a basic set up, hit ‘F9′ to test render again. With a default “VraySun”, and a default “Physical Camera”, your result should look like below. At this point, feel free to make more test renders, to find a sun position that is to your liking.






[size=14pt]Step 13[/size]

The previous renders were a little overblown, so select your “Physical Camera” to change some of its settings. There are quite a few, but “F-number”, “Shutter Speed”, and “Film Speed” (ISO), are the most important ones for the moment. In real life, there is a rule in photography called the “Sunny 16 rule”. This rule states “On a sunny day, set aperture to f/16, and shutter speed to the ISO film speed.” So in our case, we will go for an “F-number” of ’16′, an “ISO” of ’100′, and a “Shutter Speed” of ’125′ (a small deviation is fine). These numbers are a starting point for further tweaking. Keep the following in mind regarding these three settings: the lower the “F-number”, the lower the “Shutter Speed”, and the higher the “ISO”, the brighter your image will be.







[size=14pt]Step 14[/size]

Render again. You will notice the scene got darker, and now seems a bit under lit. You will also probably notice that your shadows are completely black. This is because we have not activated a “Skylight” with “Indirect Illumination” yet. Once we do this, we will get much more realistic lighting results.






[size=14pt]
Step 15[/size]

Open your “Render Settings” again. In the “V-Ray” tab, open the “Environment” rollout. Enable the “GI Environment” (skylight) override by checking the tickbox. Change the color from a slight blue, to white. This is how you activate a skylight in “V-Ray”, as mentioned earlier.






[size=14pt]Step 16[/size]

Next, go to the “Indirect Illumination” tab. Activate it by checking the tickbox in the upper left corner. This tab has a wealth of options and possibilities, but for this tutorial, there is no need to complicate things, as default settings will mostly work fine. It is important to lower the quality of the “Irradiance” map (a method for calculating “Indirect Illumination”) for test rendering purposes. This will reduce render times by a magnitude of up to ’4′, with more than adequate visual results for previewing. Just change the dropdown to “Low” instead of “High”. Checking the “Show Calc. Phase” tickbox tells “V-Ray” to show you what it does while pre-calculating the “Irradiance” map, making rendering less boring to look at.







[size=14pt]Step 17[/size]

Time to render again. After a render, with an interesting pre-pass or two, you should see a result that’s starting to look more like what we want. Shadows are not pure black anymore, and the lighting generally became a lot more interesting to look at. The only problem on the image below, is how the light seems to reflect a little bit too strongly in some corners.


http://cgtuts.s3.amazonaws.com/016_VrayRendering/image17.jpg




[size=14pt]Step 18[/size]

The strong light reflection is because, until now, the material in the scene was pure white. This is almost never a good idea, just as using pure black, red, green, or blue on an object is not done. Change the material color to a warm white value. To make the scene a little bit more interesting, assign a “VrayMaterial” with reflections enabled to the windows. To change a standard material, click the material name in the top right, and select a “VrayMtl” from the list that is presented. The settings for this reflective material are highlighted. You can skip this step if you like, as it is not the focus of this tutorial.







[size=14pt]Step 19[/size]

Render again. The results of the newly chosen materials should be obvious, as the strong light bounce is almost completely gone.







[size=14pt]Step 20[/size]

The previous image is still a little bit under lit. Playing with the shutter speed will show that a value of ’90′ looks best (remember that lowering shutter speed increases the image brightness). Adjust the white balance to your liking, choosing a warm, orange-ish white as balance will cool the image colors down, while choosing a cold, blueish white as balance can warm the image colors up. The default blueish white makes for a result that is much too warm, so change this color to a warmer white. Optionally, you can increase the vignetting value a bit more, to make the darkened vignet edges more obvious.







[size=14pt]Step 21[/size]

Time for another test render. The changes should once again be obvious, and this result should be adequate enough to end our test rendering phase. We can now start increasing the settings for our final image. This render might still be a little bit under lit, and can do with some more balancing of the brightness levels, but instead of spending a lot of time on this in 3ds Max, we will opt to change these settings in Photoshop afterwards. Remember, in 3D, the final result is what matters, so if getting there through Photoshop is easier and faster, then there is no reason not to do so!







[size=14pt]Step 22[/size]

Go back to the “Indirect Illumination” settings. For higher quality renders, an “Irradiance” map setting of “Medium” should do the job most of the time. A setting of “High” should only be used when absolutely necessary, as it increases render times almost to a disproportionate level. An interesting way of increasing quality is by enabling “Detail enhancement”. This tells “V-Ray” to locally increase the lighting quality where necessary, and can even allow for a “Low” preset to be used, instead of “Medium” or “High” in some occasions. “Detail enhancement” also adds quite a lot to render times, but in certain cases, it is almost a must (the smaller and the more geometric detail your object has, the more necessary this option becomes).







[size=14pt]Step 23[/size]

Change your camera angle so it is a bit more to your liking. I chose for a more dramatic wide shot here.







[size=14pt]Step 24[/size]

To illustrate the effect of “Gamma correct” settings and workflow, I saved the image without “Gamma correction”, and then blended between the two. It would have been a lot more difficult to tweak the settings to look the same without “Gamma correction”. Especially the “Indirect Illumination” suffers from not using “Gamma correction”.







[size=14pt]Step 25[/size]

Once you’re happy with your render quality, and resolution, save it, and then open it in Photoshop. In this case, using “Image” > “Auto Color”, and then “Edit” > “Fade Auto Color” to 50% should prove enough to fix the levels. Feel free to try anything else you want in Photoshop. “Image” > “Auto Levels” or “Auto Contrast” might also work, but “Fading” them might prove necessary either way.





[size=14pt]

Final Result[/size]




http://cgtuts.s3.amazonaws.com/016_VrayRendering/FinalEffect.jpg
Re: 3ds Max/vray Tutorials by 5p1naz(m): 10:05pm On Aug 18, 2010
[size=14pt]Step 1
[/size]
First of all, when rendering scenes with realistic global illumination, it is very important to work with gamma-correct settings. In short, this means we adjust 3DS Max’s settings to display brightness levels as you perceive them in real life.
Go to “Customize” > “Preferences”, and select the “Gamma and LUT” tab. Any settings that you need to change, or pay attention to, will always be marked with a red border. It is very important to make sure that your screen or videocard display settings are set so that the gamma preview image blends together as one single grey value when viewed from a distance.

Re: 3ds Max/vray Tutorials by 5p1naz(m): 10:06pm On Aug 18, 2010
[size=14pt]Step 2[/size]

Next, go to “Rendering” > “Render Setup” (F10 on your keyboard). The “Common” tab should be active. Scroll all the way down, and open the “Assign Renderer” rollout. Hit the button next to the name of the “Production:” renderer to get a list of installed render engines. Choose “V-Ray 1.50″ from the list and hit OK. The tabs in the “Render Settings” dialog should change to include, among others, a “V-Ray” tab.


1 Like

Re: 3ds Max/vray Tutorials by 5p1naz(m): 10:09pm On Aug 18, 2010
[size=14pt]Step 1[/size]

First of all, when rendering scenes with realistic global illumination, it is very important to work with gamma-correct settings. In short, this means we adjust 3DS Max’s settings to display brightness levels as you perceive them in real life.
Go to “Customize” > “Preferences”, and select the “Gamma and LUT” tab. Any settings that you need to change, or pay attention to, will always be marked with a red border. It is very important to make sure that your screen or videocard display settings are set so that the gamma preview image blends together as one single grey value when viewed from a distance.


Re: 3ds Max/vray Tutorials by 5p1naz(m): 10:17pm On Aug 18, 2010
Step 6

Next, you will set up a camera. In 3ds Max, you can create a camera from a view by pressing “Ctrl + C” in a perspective viewport. So, try to find a camera angle that is aesthetically pleasing, and hit “Ctrl + C”. This creates a default 3ds Max Camera, as you should be able to see from other views. You can switch a viewport back to perspective mode by hitting ‘P’ while in it. Hitting ‘C’ will return the viewport back to camera mode, or present you with a list of camera’s if there are multiple cameras in the scene.


Re: 3ds Max/vray Tutorials by 5p1naz(m): 10:40pm On Aug 18, 2010
i would post another one tomorrow. . .
Re: 3ds Max/vray Tutorials by Mobinga: 12:04am On Aug 19, 2010
Dude!! these are advanced tutorials. . . we need basics like modelling limbs, cars
Re: 3ds Max/vray Tutorials by 5p1naz(m): 12:43am On Aug 19, 2010
im sorry, but if you go through this tutorial, its one of the cheapest you've ever seen. . . very basic plus i dont model with max, i kinda started with autocad, and i feel very comfortable modelling with autocad and rendering with 3ds max.
Re: 3ds Max/vray Tutorials by 5p1naz(m): 6:55pm On Aug 19, 2010
[size=14pt]Final Product[/size]





Discover the secrets behind properly lighting and rendering interior scenes with 3ds Max and Vray in this easy to follow, step by step walkthrough. Scene setup, modeling, texturing, lighting, and rendering for realistic output will all be discussed, so there is literally something in here for everyone!


[size=14pt]Step 1[/size]

In this tutorial, we’ll be using real units, so the first thing would be to open the menu “Customize > Units Setup > US” and choose “Standard > Feet w/Decimal Inches” as the unit.







[size=14pt]Step 2
[/size]
When you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. This will play an important role in achieving a good render. Also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). Note: It is important that it is a closed room, and there are no openings for the light from environment to enter.






[size=14pt]Step 3
[/size]
Press f10, and from the “assign renderer” tab choose “Vray”. This will enable “Vray” as your renderer, and also enable Vray materials in your material editor.


[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/3.jpg
[/img]



[size=14pt]Step 4[/size]

Assign a simple Vray material to all the objects in the scene, and set up basic scene lighting and render settings. This is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.







[size=14pt]Step 5[/size]

Now to work on the lighting and render settings to achieve the final result.







[size=14pt]Step 6[/size]

Add a Vray physical camera to the scene by going to “Create Tab > Camera > Vray > Physical Camera”.







[size=14pt]Step 7[/size]

The settings for a physical camera are:
Type – Determines the type of the camera. Set it to “Still”.
Film Gate – Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.
Focal Length – Specifies the equivalent focal length of the camera lens.
f-number – The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.
Vignetting – When this option is on, the optical vignetting effect of a real-world cameras is simulated.
White Balance – Allows additional modification of the image output according to the color or preset chosen.
Shutter Speed – The shutter speed (in inverse seconds) for the still photographic camera. For example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
Film Speed (ISO) – Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.






[size=14pt]Step 8[/size]

Now to place the various Vray lights. Lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in the
form of bounced light).






[size=14pt]Step 9[/size]

The basic parameters of the Vray lights are:
Color – The color of the light.
Multiplier – The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.
Invisible – This setting controls whether the shape of the VRay light source is visible in the render result. When this option is turned off the source is rendered in the current light color. Otherwise it is not visible in the scene.
Subdivs - Defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. Increasing the samples will significantly increase your render time.






[size=14pt]Step 10[/size]

IES stands for “Illuminating Engineering Society”. The photometric data is stored in these files. A photometric web is a 3D representation of the light intensity distribution of a light source. Web definitions are stored in files. Many lighting manufacturers provide web files that model their products, and these are often available on the Internet. We as artists can use them to replicate the real life phenomena of light in 3d.

Go to the “Lights” tab, choose “Vray” from the drop down list, and create a “Vray ies” in the right view. Then instance it below all four steel holders.



[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/11.jpg
[/img]





[size=14pt]Step 11[/size]

The main settings for the ies lights are:
Browse Button - Click it and browse for the ies file that you want to use.
Color Mode – If you choose this option, you can change and affect the light intensity through the color picker.
Temperature Mode – Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be.






[size=14pt]
Step 12[/size]

Through the following steps, you will configure the rendering settings in Vray. Press F10, then under “Global Switches”, uncheck “Default Lights”. This will cause the default lights in the scene to be switched off. For the Image Sampler type select “Adaptive DMC”, and “Catmull Rom” as the filter. Also, change the min and max subdivs as shown.

Lastly, change the “Color Mapping” type to “Exponential”. This mode will saturate the colors based on their brightness, and therefore, will not clip bright colors, but saturate them instead. This can be useful to prevent Burn-outs in the very bright areas (for example around light sources etc).







[size=14pt]Step 13[/size]

Under the “Indirect Illumination” select “Irradiance Map” and use “Light Cache” as the primary and secondary engine. Also, change the Preset to “High”, “hsph subdivs” to 50, and “interp samples” to 20.
Irradiance Map – Computes the indirect illumination only at some points in the scene, and interpolates for the rest of the points. The Irradiance Map is very fast compared to direct computation, especially for scenes with large flat areas.
Current Preset – Allows you to choose from several presets for some of the irradiance map parameters.
Hemispheric Subdivs (HSph. subdivs) – Controls the quality of individual GI samples. Smaller values makes things faster, but may produce blotchy results. Higher values produce smoother images.






[size=14pt]Step 14
[/size]
With a Light Cache, the light map is built by tracing many eye paths from the camera. Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure (very similar to the photon map). In the Light Cache put 1500 for subdivs and 8 for no of passes.

The Subdivs determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default 1000 subdivs mean that 1 000 000 paths will be traced from the camera).







[size=14pt]Step 15[/size]

Your settings for the test render are done. If you hit render now, you should see the same image that was shown before. Now all you need to do is apply the materials, and increase the Irradiance Map and Light Cache samples for the final render.






[size=14pt]Step 16[/size]

Now to texture the scene (actually it’s quite simple). The basic parameters that will be used in materials are:
Diffuse – The diffuse color of the material.
Roughness - Can be used to simulate rough surfaces or surfaces covered with dust.
Reflect – The reflection color.
Reflection Glossiness – Controls the sharpness of the reflections. A value of 1.0 means perfect mirror-like reflections; lower values produce blurry or glossy reflections. Use the Subdivs parameter below to control the quality of the glossy reflections.

The shader for the tiles on the base is a simple vray material with a de-saturated texture in the diffuse and a noise map in bump.







[size=14pt]Step 17[/size]

The wood rack is also made of a Vray material with slight reflections and glossiness.





[size=14pt]Step 18
[/size]
The material for the wall is again just simple cream and black colors with no reflections








[size=14pt]Step 19
[/size]
The shader on the wall on which the paintings are hanging is made of steel and white wall. The wall part also has a grainy texture assigned to it.










[size=14pt]Step 20[/size]

Your scene is now textured! You can add any other props or objects you like to fill up the scene. The above rendering settings are good for test renders, but for production quality you will need to increase the samples for the image sampler, Light Cache, and Irradiance map.







[size=14pt]Step 21 [/size]

[size=14pt]Here is the final result! Hope you learned something new!!.[/size]


Re: 3ds Max/vray Tutorials by 5p1naz(m): 12:56am On Aug 22, 2010
im not getting any response so i dont know if i should continue or stop because i dont know if i am doing anyone any good. . .
Re: 3ds Max/vray Tutorials by ndgfx(m): 1:44am On Aug 22, 2010
Response here!!!
Thanx for the Tutorial Bruv, been look for how to set-up a Vray daytime system for ages without all the over technical stuff, thanx a bunch
Re: 3ds Max/vray Tutorials by oruru(f): 11:40am On Aug 22, 2010
nice one bro,pls i am very interested.can u add me on msger so we cud talk more or let me have urs so i can add u, my mail is rolex4u24@yahoo.com.tanx.
Re: 3ds Max/vray Tutorials by 5p1naz(m): 5:44pm On Aug 22, 2010
my yahoo messenger is in my profile and im happy to know im helping people out. . . with that been said, i added an interior rendering here, what happened to it MODERATOR? ? ?
Re: 3ds Max/vray Tutorials by 5p1naz(m): 5:51pm On Aug 22, 2010
[size=14pt]Final Product[/size]





Discover the secrets behind properly lighting and rendering interior scenes with 3ds Max and Vray in this easy to follow, step by step walkthrough. Scene setup, modeling, texturing, lighting, and rendering for realistic output will all be discussed, so there is literally something in here for everyone!


[size=14pt]Step 1[/size]

In this tutorial, we’ll be using real units, so the first thing would be to open the menu “Customize > Units Setup > US” and choose “Standard > Feet w/Decimal Inches” as the unit.







[size=14pt]Step 2
[/size]
When you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. This will play an important role in achieving a good render. Also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). Note: It is important that it is a closed room, and there are no openings for the light from environment to enter.






[size=14pt]Step 3
[/size]
Press f10, and from the “assign renderer” tab choose “Vray”. This will enable “Vray” as your renderer, and also enable Vray materials in your material editor.


[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/3.jpg
[/img]



[size=14pt]Step 4[/size]

Assign a simple Vray material to all the objects in the scene, and set up basic scene lighting and render settings. This is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.







[size=14pt]Step 5[/size]

Now to work on the lighting and render settings to achieve the final result.







[size=14pt]Step 6[/size]

Add a Vray physical camera to the scene by going to “Create Tab > Camera > Vray > Physical Camera”.







[size=14pt]Step 7[/size]

The settings for a physical camera are:
Type – Determines the type of the camera. Set it to “Still”.
Film Gate – Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.
Focal Length – Specifies the equivalent focal length of the camera lens.
f-number – The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.
Vignetting – When this option is on, the optical vignetting effect of a real-world cameras is simulated.
White Balance – Allows additional modification of the image output according to the color or preset chosen.
Shutter Speed – The shutter speed (in inverse seconds) for the still photographic camera. For example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
Film Speed (ISO) – Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.






[size=14pt]Step 8[/size]

Now to place the various Vray lights. Lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in the
form of bounced light).






[size=14pt]Step 9[/size]

The basic parameters of the Vray lights are:
Color – The color of the light.
Multiplier – The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.
Invisible – This setting controls whether the shape of the VRay light source is visible in the render result. When this option is turned off the source is rendered in the current light color. Otherwise it is not visible in the scene.
Subdivs - Defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. Increasing the samples will significantly increase your render time.






[size=14pt]Step 10[/size]

IES stands for “Illuminating Engineering Society”. The photometric data is stored in these files. A photometric web is a 3D representation of the light intensity distribution of a light source. Web definitions are stored in files. Many lighting manufacturers provide web files that model their products, and these are often available on the Internet. We as artists can use them to replicate the real life phenomena of light in 3d.

Go to the “Lights” tab, choose “Vray” from the drop down list, and create a “Vray ies” in the right view. Then instance it below all four steel holders.



[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/11.jpg
[/img]





[size=14pt]Step 11[/size]

The main settings for the ies lights are:
Browse Button - Click it and browse for the ies file that you want to use.
Color Mode – If you choose this option, you can change and affect the light intensity through the color picker.
Temperature Mode – Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be.






[size=14pt]
Step 12[/size]

Through the following steps, you will configure the rendering settings in Vray. Press F10, then under “Global Switches”, uncheck “Default Lights”. This will cause the default lights in the scene to be switched off. For the Image Sampler type select “Adaptive DMC”, and “Catmull Rom” as the filter. Also, change the min and max subdivs as shown.

Lastly, change the “Color Mapping” type to “Exponential”. This mode will saturate the colors based on their brightness, and therefore, will not clip bright colors, but saturate them instead. This can be useful to prevent Burn-outs in the very bright areas (for example around light sources etc).







[size=14pt]Step 13[/size]

Under the “Indirect Illumination” select “Irradiance Map” and use “Light Cache” as the primary and secondary engine. Also, change the Preset to “High”, “hsph subdivs” to 50, and “interp samples” to 20.
Irradiance Map – Computes the indirect illumination only at some points in the scene, and interpolates for the rest of the points. The Irradiance Map is very fast compared to direct computation, especially for scenes with large flat areas.
Current Preset – Allows you to choose from several presets for some of the irradiance map parameters.
Hemispheric Subdivs (HSph. subdivs) – Controls the quality of individual GI samples. Smaller values makes things faster, but may produce blotchy results. Higher values produce smoother images.






[size=14pt]Step 14
[/size]
With a Light Cache, the light map is built by tracing many eye paths from the camera. Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure (very similar to the photon map). In the Light Cache put 1500 for subdivs and 8 for no of passes.

The Subdivs determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default 1000 subdivs mean that 1 000 000 paths will be traced from the camera).







[size=14pt]Step 15[/size]

Your settings for the test render are done. If you hit render now, you should see the same image that was shown before. Now all you need to do is apply the materials, and increase the Irradiance Map and Light Cache samples for the final render.






[size=14pt]Step 16[/size]

Now to texture the scene (actually it’s quite simple). The basic parameters that will be used in materials are:
Diffuse – The diffuse color of the material.
Roughness - Can be used to simulate rough surfaces or surfaces covered with dust.
Reflect – The reflection color.
Reflection Glossiness – Controls the sharpness of the reflections. A value of 1.0 means perfect mirror-like reflections; lower values produce blurry or glossy reflections. Use the Subdivs parameter below to control the quality of the glossy reflections.

The shader for the tiles on the base is a simple vray material with a de-saturated texture in the diffuse and a noise map in bump.







[size=14pt]Step 17[/size]

The wood rack is also made of a Vray material with slight reflections and glossiness.





[size=14pt]Step 18
[/size]
The material for the wall is again just simple cream and black colors with no reflections








[size=14pt]Step 19
[/size]
The shader on the wall on which the paintings are hanging is made of steel and white wall. The wall part also has a grainy texture assigned to it.










[size=14pt]Step 20[/size]

Your scene is now textured! You can add any other props or objects you like to fill up the scene. The above rendering settings are good for test renders, but for production quality you will need to increase the samples for the image sampler, Light Cache, and Irradiance map.







[size=14pt]Step 21 [/size]

[size=14pt]Here is the final result! Hope you learned something new!!.[/size]


Re: 3ds Max/vray Tutorials by 5p1naz(m): 7:46pm On Aug 23, 2010
[size=14pt]Final Product[/size]





Discover the secrets behind properly lighting and rendering interior scenes with 3ds Max and Vray in this easy to follow, step by step walkthrough. Scene setup, modeling, texturing, lighting, and rendering for realistic output will all be discussed, so there is literally something in here for everyone!


[size=14pt]Step 1[/size]

In this tutorial, we’ll be using real units, so the first thing would be to open the menu “Customize > Units Setup > US” and choose “Standard > Feet w/Decimal Inches” as the unit.







[size=14pt]Step 2
[/size]
When you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. This will play an important role in achieving a good render. Also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). Note: It is important that it is a closed room, and there are no openings for the light from environment to enter.






[size=14pt]Step 3
[/size]
Press f10, and from the “assign renderer” tab choose “Vray”. This will enable “Vray” as your renderer, and also enable Vray materials in your material editor.


[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/3.jpg
[/img]



[size=14pt]Step 4[/size]

Assign a simple Vray material to all the objects in the scene, and set up basic scene lighting and render settings. This is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.







[size=14pt]Step 5[/size]

Now to work on the lighting and render settings to achieve the final result.







[size=14pt]Step 6[/size]

Add a Vray physical camera to the scene by going to “Create Tab > Camera > Vray > Physical Camera”.







[size=14pt]Step 7[/size]

The settings for a physical camera are:
Type – Determines the type of the camera. Set it to “Still”.
Film Gate – Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.
Focal Length – Specifies the equivalent focal length of the camera lens.
f-number – The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.
Vignetting – When this option is on, the optical vignetting effect of a real-world cameras is simulated.
White Balance – Allows additional modification of the image output according to the color or preset chosen.
Shutter Speed – The shutter speed (in inverse seconds) for the still photographic camera. For example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
Film Speed (ISO) – Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.






[size=14pt]Step 8[/size]

Now to place the various Vray lights. Lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in the
form of bounced light).






[size=14pt]Step 9[/size]

The basic parameters of the Vray lights are:
Color – The color of the light.
Multiplier – The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.
Invisible – This setting controls whether the shape of the VRay light source is visible in the render result. When this option is turned off the source is rendered in the current light color. Otherwise it is not visible in the scene.
Subdivs - Defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. Increasing the samples will significantly increase your render time.






[size=14pt]Step 10[/size]

IES stands for “Illuminating Engineering Society”. The photometric data is stored in these files. A photometric web is a 3D representation of the light intensity distribution of a light source. Web definitions are stored in files. Many lighting manufacturers provide web files that model their products, and these are often available on the Internet. We as artists can use them to replicate the real life phenomena of light in 3d.

Go to the “Lights” tab, choose “Vray” from the drop down list, and create a “Vray ies” in the right view. Then instance it below all four steel holders.



[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/11.jpg
[/img]





[size=14pt]Step 11[/size]

The main settings for the ies lights are:
Browse Button - Click it and browse for the ies file that you want to use.
Color Mode – If you choose this option, you can change and affect the light intensity through the color picker.
Temperature Mode – Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be.






[size=14pt]
Step 12[/size]

Through the following steps, you will configure the rendering settings in Vray. Press F10, then under “Global Switches”, uncheck “Default Lights”. This will cause the default lights in the scene to be switched off. For the Image Sampler type select “Adaptive DMC”, and “Catmull Rom” as the filter. Also, change the min and max subdivs as shown.

Lastly, change the “Color Mapping” type to “Exponential”. This mode will saturate the colors based on their brightness, and therefore, will not clip bright colors, but saturate them instead. This can be useful to prevent Burn-outs in the very bright areas (for example around light sources etc).







[size=14pt]Step 13[/size]

Under the “Indirect Illumination” select “Irradiance Map” and use “Light Cache” as the primary and secondary engine. Also, change the Preset to “High”, “hsph subdivs” to 50, and “interp samples” to 20.
Irradiance Map – Computes the indirect illumination only at some points in the scene, and interpolates for the rest of the points. The Irradiance Map is very fast compared to direct computation, especially for scenes with large flat areas.
Current Preset – Allows you to choose from several presets for some of the irradiance map parameters.
Hemispheric Subdivs (HSph. subdivs) – Controls the quality of individual GI samples. Smaller values makes things faster, but may produce blotchy results. Higher values produce smoother images.






[size=14pt]Step 14
[/size]
With a Light Cache, the light map is built by tracing many eye paths from the camera. Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure (very similar to the photon map). In the Light Cache put 1500 for subdivs and 8 for no of passes.

The Subdivs determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default 1000 subdivs mean that 1 000 000 paths will be traced from the camera).







[size=14pt]Step 15[/size]

Your settings for the test render are done. If you hit render now, you should see the same image that was shown before. Now all you need to do is apply the materials, and increase the Irradiance Map and Light Cache samples for the final render.






[size=14pt]Step 16[/size]

Now to texture the scene (actually it’s quite simple). The basic parameters that will be used in materials are:
Diffuse – The diffuse color of the material.
Roughness - Can be used to simulate rough surfaces or surfaces covered with dust.
Reflect – The reflection color.
Reflection Glossiness – Controls the sharpness of the reflections. A value of 1.0 means perfect mirror-like reflections; lower values produce blurry or glossy reflections. Use the Subdivs parameter below to control the quality of the glossy reflections.

The shader for the tiles on the base is a simple vray material with a de-saturated texture in the diffuse and a noise map in bump.







[size=14pt]Step 17[/size]

The wood rack is also made of a Vray material with slight reflections and glossiness.





[size=14pt]Step 18
[/size]
The material for the wall is again just simple cream and black colors with no reflections








[size=14pt]Step 19
[/size]
The shader on the wall on which the paintings are hanging is made of steel and white wall. The wall part also has a grainy texture assigned to it.










[size=14pt]Step 20[/size]

Your scene is now textured! You can add any other props or objects you like to fill up the scene. The above rendering settings are good for test renders, but for production quality you will need to increase the samples for the image sampler, Light Cache, and Irradiance map.







[size=14pt]Step 21 [/size]

[size=14pt]Here is the final result! Hope you learned something new!!.[/size]


Re: 3ds Max/vray Tutorials by 9igerian: 4:27am On Aug 31, 2010
[size=14pt]Final Product[/size]





Discover the secrets behind properly lighting and rendering interior scenes with 3ds Max and Vray in this easy to follow, step by step walkthrough. Scene setup, modeling, texturing, lighting, and rendering for realistic output will all be discussed, so there is literally something in here for everyone!


[size=14pt]Step 1[/size]

In this tutorial, we’ll be using real units, so the first thing would be to open the menu “Customize > Units Setup > US” and choose “Standard > Feet w/Decimal Inches” as the unit.







[size=14pt]Step 2
[/size]
When you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. This will play an important role in achieving a good render. Also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). Note: It is important that it is a closed room, and there are no openings for the light from environment to enter.






[size=14pt]Step 3
[/size]
Press f10, and from the “assign renderer” tab choose “Vray”. This will enable “Vray” as your renderer, and also enable Vray materials in your material editor.


[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/3.jpg
[/img]



[size=14pt]Step 4[/size]

Assign a simple Vray material to all the objects in the scene, and set up basic scene lighting and render settings. This is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.







[size=14pt]Step 5[/size]

Now to work on the lighting and render settings to achieve the final result.







[size=14pt]Step 6[/size]

Add a Vray physical camera to the scene by going to “Create Tab > Camera > Vray > Physical Camera”.







[size=14pt]Step 7[/size]

The settings for a physical camera are:
Type – Determines the type of the camera. Set it to “Still”.
Film Gate – Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.
Focal Length – Specifies the equivalent focal length of the camera lens.
f-number – The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.
Vignetting – When this option is on, the optical vignetting effect of a real-world cameras is simulated.
White Balance – Allows additional modification of the image output according to the color or preset chosen.
Shutter Speed – The shutter speed (in inverse seconds) for the still photographic camera. For example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
Film Speed (ISO) – Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.






[size=14pt]Step 8[/size]

Now to place the various Vray lights. Lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in the
form of bounced light).






[size=14pt]Step 9[/size]

The basic parameters of the Vray lights are:
Color – The color of the light.
Multiplier – The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.
Invisible – This setting controls whether the shape of the VRay light source is visible in the render result. When this option is turned off the source is rendered in the current light color. Otherwise it is not visible in the scene.
Subdivs - Defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. Increasing the samples will significantly increase your render time.






[size=14pt]Step 10[/size]

IES stands for “Illuminating Engineering Society”. The photometric data is stored in these files. A photometric web is a 3D representation of the light intensity distribution of a light source. Web definitions are stored in files. Many lighting manufacturers provide web files that model their products, and these are often available on the Internet. We as artists can use them to replicate the real life phenomena of light in 3d.

Go to the “Lights” tab, choose “Vray” from the drop down list, and create a “Vray ies” in the right view. Then instance it below all four steel holders.



[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/11.jpg
[/img]





[size=14pt]Step 11[/size]

The main settings for the ies lights are:
Browse Button - Click it and browse for the ies file that you want to use.
Color Mode – If you choose this option, you can change and affect the light intensity through the color picker.
Temperature Mode – Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be.






[size=14pt]
Step 12[/size]

Through the following steps, you will configure the rendering settings in Vray. Press F10, then under “Global Switches”, uncheck “Default Lights”. This will cause the default lights in the scene to be switched off. For the Image Sampler type select “Adaptive DMC”, and “Catmull Rom” as the filter. Also, change the min and max subdivs as shown.

Lastly, change the “Color Mapping” type to “Exponential”. This mode will saturate the colors based on their brightness, and therefore, will not clip bright colors, but saturate them instead. This can be useful to prevent Burn-outs in the very bright areas (for example around light sources etc).







[size=14pt]Step 13[/size]

Under the “Indirect Illumination” select “Irradiance Map” and use “Light Cache” as the primary and secondary engine. Also, change the Preset to “High”, “hsph subdivs” to 50, and “interp samples” to 20.
Irradiance Map – Computes the indirect illumination only at some points in the scene, and interpolates for the rest of the points. The Irradiance Map is very fast compared to direct computation, especially for scenes with large flat areas.
Current Preset – Allows you to choose from several presets for some of the irradiance map parameters.
Hemispheric Subdivs (HSph. subdivs) – Controls the quality of individual GI samples. Smaller values makes things faster, but may produce blotchy results. Higher values produce smoother images.






[size=14pt]Step 14
[/size]
With a Light Cache, the light map is built by tracing many eye paths from the camera. Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure (very similar to the photon map). In the Light Cache put 1500 for subdivs and 8 for no of passes.

The Subdivs determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default 1000 subdivs mean that 1 000 000 paths will be traced from the camera).







[size=14pt]Step 15[/size]

Your settings for the test render are done. If you hit render now, you should see the same image that was shown before. Now all you need to do is apply the materials, and increase the Irradiance Map and Light Cache samples for the final render.






[size=14pt]Step 16[/size]

Now to texture the scene (actually it’s quite simple). The basic parameters that will be used in materials are:
Diffuse – The diffuse color of the material.
Roughness - Can be used to simulate rough surfaces or surfaces covered with dust.
Reflect – The reflection color.
Reflection Glossiness – Controls the sharpness of the reflections. A value of 1.0 means perfect mirror-like reflections; lower values produce blurry or glossy reflections. Use the Subdivs parameter below to control the quality of the glossy reflections.

The shader for the tiles on the base is a simple vray material with a de-saturated texture in the diffuse and a noise map in bump.







[size=14pt]Step 17[/size]

The wood rack is also made of a Vray material with slight reflections and glossiness.





[size=14pt]Step 18
[/size]
The material for the wall is again just simple cream and black colors with no reflections








[size=14pt]Step 19
[/size]
The shader on the wall on which the paintings are hanging is made of steel and white wall. The wall part also has a grainy texture assigned to it.










[size=14pt]Step 20[/size]

Your scene is now textured! You can add any other props or objects you like to fill up the scene. The above rendering settings are good for test renders, but for production quality you will need to increase the samples for the image sampler, Light Cache, and Irradiance map.







[size=14pt]Step 21 [/size]

[size=14pt]Here is the final result! Hope you learned something new!!.[/size]


Re: 3ds Max/vray Tutorials by 9igerian: 8:45pm On Sep 10, 2010
[size=14pt]Final Product[/size]





Discover the secrets behind properly lighting and rendering interior scenes with 3ds Max and Vray in this easy to follow, step by step walkthrough. Scene setup, modeling, texturing, lighting, and rendering for realistic output will all be discussed, so there is literally something in here for everyone!


[size=14pt]Step 1[/size]

In this tutorial, we’ll be using real units, so the first thing would be to open the menu “Customize > Units Setup > US” and choose “Standard > Feet w/Decimal Inches” as the unit.







[size=14pt]Step 2
[/size]
When you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. This will play an important role in achieving a good render. Also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). Note: It is important that it is a closed room, and there are no openings for the light from environment to enter.






[size=14pt]Step 3
[/size]
Press f10, and from the “assign renderer” tab choose “Vray”. This will enable “Vray” as your renderer, and also enable Vray materials in your material editor.


[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/3.jpg
[/img]



[size=14pt]Step 4[/size]

Assign a simple Vray material to all the objects in the scene, and set up basic scene lighting and render settings. This is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.







[size=14pt]Step 5[/size]

Now to work on the lighting and render settings to achieve the final result.







[size=14pt]Step 6[/size]

Add a Vray physical camera to the scene by going to “Create Tab > Camera > Vray > Physical Camera”.







[size=14pt]Step 7[/size]

The settings for a physical camera are:
Type – Determines the type of the camera. Set it to “Still”.
Film Gate – Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.
Focal Length – Specifies the equivalent focal length of the camera lens.
f-number – The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.
Vignetting – When this option is on, the optical vignetting effect of a real-world cameras is simulated.
White Balance – Allows additional modification of the image output according to the color or preset chosen.
Shutter Speed – The shutter speed (in inverse seconds) for the still photographic camera. For example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
Film Speed (ISO) – Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.






[size=14pt]Step 8[/size]

Now to place the various Vray lights. Lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in the
form of bounced light).






[size=14pt]Step 9[/size]

The basic parameters of the Vray lights are:
Color – The color of the light.
Multiplier – The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.
Invisible – This setting controls whether the shape of the VRay light source is visible in the render result. When this option is turned off the source is rendered in the current light color. Otherwise it is not visible in the scene.
Subdivs - Defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. Increasing the samples will significantly increase your render time.






[size=14pt]Step 10[/size]

IES stands for “Illuminating Engineering Society”. The photometric data is stored in these files. A photometric web is a 3D representation of the light intensity distribution of a light source. Web definitions are stored in files. Many lighting manufacturers provide web files that model their products, and these are often available on the Internet. We as artists can use them to replicate the real life phenomena of light in 3d.

Go to the “Lights” tab, choose “Vray” from the drop down list, and create a “Vray ies” in the right view. Then instance it below all four steel holders.



[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/11.jpg
[/img]





[size=14pt]Step 11[/size]

The main settings for the ies lights are:
Browse Button - Click it and browse for the ies file that you want to use.
Color Mode – If you choose this option, you can change and affect the light intensity through the color picker.
Temperature Mode – Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be.


Re: 3ds Max/vray Tutorials by she2(m): 9:27pm On Oct 19, 2010
@5p1naz to place the vray physical camera am i just droping it or am i going to drop and drag it to my desired direction? please i am new to vray and can you do a tutorials on how to change a material to a vraymaterial from downloaded material liberary?
Re: 3ds Max/vray Tutorials by damaroy: 2:16pm On Mar 25, 2011
Guys interested in learning 3d can check out weekly video tutorials from www.damaroyworkshop.com.

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