This quick 3ds Max tutorial will help you to create realistic water using mental rays Arch and Design material.
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In this tutorial, I am going to show you how to simulate a realistic looking water movement in 3ds max. People used Reactor engine of the 3ds max to create water and other dynamic simulations but the Reactor has been removed since version 2012.The new Massfx engine doesn’t have the functionality to simulate water.
This tutorial will guide you to achieving a fairly realistic open water effect which can even be animated, using the ‘Ocean’ shader from the Lume Library.
In this tutorial you'll learn how to create a realistic animated ocean surface in 3d Studio Max using the Houdini Ocean modifier, part of the free Houdini Ocean Toolkit (Hot4Max). Creating realistic waves and other water surfaces can be extremely difficult to achieve in 3D, but with the integration of this fantastic plugin, you'll be rendering out realistic ocean scenes in no time!
It is a basic Vray material tutorial, teaching you how to create realistic water material in Vray.
In this tutorial you'll learn to create very realistic ocean water and waves in 3d studio max. A basic tutorial for making sea and ocean surface in 3ds max without plugins
In this 3ds Max tutorial we're going to create a 3d water surface that could be a lake, a sea, or an ocean. The 3d water is illuminated with the Daylight system. It might sound complicated but it's actually pretty simple (at least in 3ds max 2010) since the default settings work so well.
Want to quickly animate cool water effects? This is the tutorial for you! Learn how to create great surface disturbances that can interact with other objects in your scene - it has to be seen to be believed!
In this tutorial split in two parts, we'll take a look on how we can simulate the interaction between a boat mesh anda water plane, creating the waves, ripples and particle splashes. We start on the 1st tutorial talking about Reactor rigid body and water dynamic, and a base particle setup done with ParticleFlow, in the 2nd part we'll finalize the setup with an animated boatmesh and we'll see how to approach to rendering of the particles.
In this part of the series, we'll build the Tassimo's secondary water tank. Rather than modeling this from scratch, we'll re-purpose our already created outer water tank, and reshape it to fit our needs. You'll learn how to modify existing topology, copy and re-use polygons and create holes in various shapes. We'll also construct the system's water intake valve and adjust mesh proportions
Water is transparent, but will refract light passing through it, distorting and reflecting the light in weird ways. It will reflect light from every direction and focus it, causing bright specular highlights as well.