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[2]-Select the object and convert into the editable poly
Select the edges mode and select the edges likes this in the top and front view port

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[3]-Now apply the extrude edges and use the following setting
Your object should like this

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[4]-Create two boxes with the following size
Set the boxes like this

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[5]-Select the chamfer box and click on the Boolean button
Boolean the object likes this

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[6]-Now your object should like this

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[7]-Create a four cylinder with the following size
And set like this

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[8]-Select the chamfer box and now Boolean it

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[9]-Now your object should like this

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[10]-Create a rectangle with the following size
Open the rendering palette and use the following setting
Now create a rectangle like this top view port

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[11]-Click on the line button and create a line like this in the left view port
With the same rendering palette setting using above step
Set the two small sphere also

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[12]-Now create a two chamfer box with the following size

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[13]-Now this time create a two chamfer box and set like this

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[14]-Open the material widow and click on the diffuse map button
Select the bitmap option now pick the two wood jpg one by one
Now assign to the objects

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[15]-Again make a brown material also

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[16]-This is the Final Image after render the perspective view port

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Source:php2k.co


In this tutorial I will show you a few tips to create aclock in 3d max and render it with Fryrender. Then I will show you howto apply fry materials and how to make the light setup. Finally, I willshow you how to work with the tonemapping and layer blending controls.

REFERENCE IMAGES:

MODELING:




Start with a cylinder and change the number of slices, convert to Editable Poly and create the three outer parts.

During this process we will use symmetry and meshsmooth modifiers to see the mesh result.

Before we start with the interior, we will link the three green objectswith a helper to control their position, for the interior part we willdo the same.

The numbers are a text spline with an extrude modifier, and then anarray over the clock's surface. The inner gears have been made withsplines and a bevel modifier.

To make the chain, we will prepare its parts individually. Use splineIK Solver to link the hoops of the chain, and obtain a custom chain thepath.

MATERIALS:

These are all the material used in the scene.


LIGHTING:

The light setup is very simple. With the same material emitter, twoplanes and other emitter objects inside the clock we will be able toobtain very diferents results in layer blending afterwards. We willapply a fryrender object modifier to each light source, in order tocontrol them via Layer Blending.To illuminate the scene, we will use anenvironment map too.

RENDER:

During or after the render process we may adjust the emitters detachedinto layers with the fryrender object modifier, using Layer Blending.We can change the intensity of every emitter and/or change its RGB hueaccording to our criterion. Finally add and adjust vignetting and glareeffects



Source:3dm3

This tutorial explains how to make cool-looking explosions like these:

However, the user must have a basic knowledge of MAX and some of its functions, like creating combustion gizmos, the video post basic functions, omni lights, etc.

Now, without further rambling...

1. Create a SphereGizmo anywhere in the scene. Just place it somewhere in a place where it can easily be found, like as shown below.

2. Add a combustion to the SphereGizmo. The setting should be around:

Flame Type: Tendril
Flame Size: 20.0
The colors for the combustion are as follows:
Inner color:
R: 255
G: 248
B: 241

Hue: 37
Sat: 54
Value: 255

Outer color:
R: 255
G: 120
B: 30

Hue: 17
Sat: 225
Value: 225

Of course, there's nothing wrong with trying something different.

3. Make an omni light in the center of the combustion gizmo. Put some attentuation on it. This is the light that will *supposedly* light up the object you're....lighting up

4. Color said omni light orange.

5. Create a particle SuperSpray with the following settings and place it inside the center of the SphereGizmo.

Basic Parameters:
Off Axis: 90.0
Spread: 90.0
Off Plane: 0.0
Spread: 180.0

Particle Generation:
Use Rate: 20
Speed: 5.0
Variation: 50.0
Particle Size: 3.0

Particle Type:
Tetra

Rotation and Collision:
Set to "Direction of Travel/MBlur", and set it to 15.
Next, select said SuperSpray, right-click on it, go to Properties, and assign it an Object ID. Assign it any # you want, but for this exercise it will be 32. Then, go to the Material Editor, and create something that's totally glowing white, either using self-illumination or raytrace luminosity. Apply that material to the particle spray.

The particle spray should look something like this, if you advance the frames enough:

6. Now for the hard part. Go to Rendering->Video Post. First of all (do this first), click on the blue thing:

After you click, select "Perspective" from the list of viewports and press OK. Then, you will need to put a lens flare in the middle of the explosion. Click on "Add Image Filter Event", and add a lensflare:

Setup the lensflare. You can either use a provided lens flare file made for explosions/quantum singularities/whatever, or you can use the AFTERFX3.lzf file pre-included with MAX, and red-shift the glows, red-and-orange-shift the manual secondries, increase first manual secondary size to at least twice that of the glow, and apply inferno (gaseous) to the manual secondaries.
Anyway you should have a lensflare looking something like this:

Then, when you have the lens flare right, go to "Node Sources" and pick the omni light as the node source. Press OK. Find a frame where the particles look good, and go to that frame in the video post renderer and render.
Then, back to the video post. Add a Lens Flare Glow. The settings for it are like:
Object ID: [whatever # you assigned the superspray]
Size: 0.2
Set glow color to "pixel", the color is something that will make it look better, like yellow, orange, blue, etc. If you really feel like it, you can use a gradient .

The video post thingy should look like this:

Remember, what you call the lensflare and the SuperSpray glow can be anything you want.

By the way, render the image:



Source:3dm3

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