[ #3dsMax #Fstorm ] Daniel Reuterswärd has done first project done with the new GPU render engine FStorm Render. After that He is kind enou...
1. Introduction to Fstorm Render
Fstorm is a new GPU render engine that is developed by Andrey Kozlov. At the moment Fstorm is only available for 3ds Max, but other 3D softwares will be supported in the future. Only Nvidia GPUs are supported and it´s always a good idea to update to the latest drivers.
2. How to Download and setup FStorm Render for 3ds Max
To download FStorm you can go here. The installation is a simple procedure so you just have to follow the instructions.
3.FStorm Render Setup
As you can see below, all the necessary render settings can be easily found in one single tab under Render Setup. The settings you see are the default settings in FStorm.
4. How to setup HDRI lighting in FStorm
So, lets dive in to the fun stuff.
I thought I´d start off with some basic things: How to set up HDRI lighting.
1. Start off by creating a new FStorm Bitmap.
2. Make sure that the "Gamma" is set to "2,2" and the "Mapping" is set to "Spherical Environment".
3. To load the HDRI you would like to use click on "None" next to "File".
Lets start of with lighting setup in the project. I have done the same thing as I covered previously when setting up the lighting for this project. I´m using an HDRI from Cg-Source. These HDRIs have a great dynamic range.
I have also enabled DOF and some Glare, however these parameters are very scene specific so you will have to experiment to find a good balance for your scene.
6. FStorm Materials
Time for materials! I will start with the glass vase since I really like how glass and metals behave in FStorm. This is fairly basic glass material setup, but I added a noise to the bump slot for some irregularities and also a gradient to create a nice effect of the glass going from black to clear.
As you can see in the image below I have used a "FStorm ColorCorrection" node between the original texture and the input for "diffuse_tex" and "translucence_tex". This is to have control mostly of the tint and the saturation on the plant and the translucency. For this plant I made the translucency a bit more yellow and also desaturated both the dIffuse and the translucency.
Time for post production. First off all I don´t have a strict post production workflow, my post production changes from time to time and also every scene needs a slightly different post work. I will go through the first image in this project, the other images had the same post production applied. Here´s the raw render that I got out of FStorm:
Fstorm v0.2.1 User can have more handly Tone Mapping with LUTs support
I´m very satisfied with FStorm and I´m sure it will only get even better. All of the things I have covered here are based on my personally opinions and approach to photo realism. The best advice I can give is to not be afraid of exploring new things and testing new software.
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