Texturing an iPhone (Editable Poly)
I think we should start with a little info about this tutorial. I created a rig for a character in a group project I was doing in a class, and once the rig was completed and we looked at the 3D animatic, we noticed there was a problem with the hand rotating around; double rotation in the forearm. We searched on the internet to try to find a solution to the problem, but since we couldn't we had to tackle it ourselves. My teacher wouldn't let me stop until I reached complete fetal position, so let's get down to how I solved this problem.
For those of you who don't know what double rotation is; it's the rotation of two bones inside your forearm--the radius and the ulna. As you rotate your hand those two bones rotate over one another to allow us such motion.
Now, with Max, the Biped system has this option checkable to solve this problem, but for those of us who like using the Bones system to setup our rigs, this tutorial will help you realize this concept if you haven't, or solve it if you have run into this problem. I just want to make a quick note that I learned how to rig characters using bones by using the book, Model, Rig, Animate with 3ds Max 7 by Michele Bousquet. Very good book to help get the beginners started and what not. If you don't have double rotation setup up in your rig, you'll receive a twist like that in the following photo. It's a playblast of the animatic where we noticed the problem first.
When you have your model completed, make sure you have the right edge loops for where you place your bones. For the double rotation, you have to create another edge loop between the wrist and the elbow joint. Like that circled in this next photo.
The character I set this up in was called "Emo Boy." So, in his rig I attached his name to the bones which looked like this: (Note, red bones and controllers are for the right side of the rig, blue bones and controllers are for the left side, and yellow is for the spine, neck, and head. That is just my personal preference.)
Bone_Emo_Clavicle_R
Bone_Emo_UpperArm_R
Bone_Emo_LowerArm_R
Bone_Emo_LowerArm01_R
Bone_Emo_Hand_R
Those are just the bones for the arm so that it's easier to follow along with this tutorial. If you didn't know, you should have the bones at the elbow joint at a slight angle so the IK chain can deform properly. Here is a picture of the arm bones placed in the Emo Boy model.
After the bones have been placed in the correct spot, you then create four dummy helper objects. You name them according to the names of the bones, for example;
Bone_Emo_Hand_Dummy_R
Bone_Emo_LowerArm01_Dummy_R
Bone_Emo_LowerArm_Dummy_R
Bone_Emo_UpperArm_Dummy_R
Next, you have to align these Dummy objects to the bones, the dummy's are going to act as bones to apply the IK chain with, confused yet? I hope not, but hopefully things will get easier. I recommend aligning them from the hand bone up to the upperarm. For the Hand dummy, LowerArm dummy, and UpperArm dummy, align them using the following photo (Align XYZ position, and XYZ orientation)
With Bone_Emo_LowerArm01_Dummy_R align it the same way, BUT only align the XYZ position, not the XYZ orientation. This will help make sure the IK chain bends like a triangle, instead of a rectangle, which is what you don't want.
This next part is the MOST confusing part about setting this up, refer to the following picture.
Basically, you have your dummy's lined up with your bones and you begin linking them so thing start to move how they are supposed to. I'm going to list the names of the bones and what to link them to, but in the image you just have letters as reference for the linking information. Make sure you start with the big black arrows on the bottom; which would be:
Bone_Emo_Hand_Dummy_R linked to Bone_Emo_LowerArm_Dummy_R link that to Bone_Emo_UpperArm_Dummy_R.
Then link Bone_Emo_Hand_R to Bone_Emo_Hand_Dummy_R
Link Bone_Emo_LowerArm01_R to Bone_Emo_LowerArm01_Dummy_R then link to Bone_Emo_LowerArm_R and link that to Bone_Emo_LowerArm_Dummy_R
Link Bone_Emo_UpperArm_R to Bone_Emo_UpperArm_Dummy_R then link that to Bone_Emo_Clavicle_R
Like I said, check the previous photo for a simpler version of this linkage system.
The next step, with the UpperArm dummy object selected, go to Animation -> IK Solver -> HI Solver. When you get the rubberband, click on the Hand dummy object to create the IK Chain.
This tutorial explains how to set up a scene with Vray caustic effects.

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As you can see, the difference is very clear. With beautiful caustic effects, the whole scene becomes more vibrant and vivid with extra realism.
Step 1: As you can see, the scene is really simple. It has only one Vray light and a simple plane polygon represents the table cloth and a set of tea cup.
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First, you need to set up a Vray light. Go to "Create" -> "Lights" -> "VRay" -> "VRayLight". Set the "Color" to light yellow and "Multiplier" to "2.0".
[Vray Light Settings]:
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Note: You need to place the Vray light at a good distance from the tea cup object. The direction of caustic photons will be casted according to the position of the Vray. You can experiment with the position to get different effects.
Step 2: Set up table cloth material as the diagram below: (the texture map is included in the scene file.)
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Step 3: Set up tea cup material as the diagram below:
Under "Reflection", set "Reflect" to a dark color (R=40, G=40, B=40), the tea cup will have some reflection now. If you set this option to pure white, it means 100% reflection.
Under "Refraction", set "Refract" to white color (R=255, G=255, B=255), it means 100% refraction for tea cup. Set "IOR" (Index of Refraction) to "1.5". It is the IOR for real glass. Set "Fog color" to a light blue color (R=92, G=126, B=212). It will give the tea cup a blue color when rendered. You can experiment with this option whichever way you like. Different fog colors means different colors for the tea cup objects when rendered.
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Step 4: Go to "V-Ray: Environment", turn on "GI Environment(skylight) override" and assign a "VRayHDRI" material to the "none" button. Open up the Material Editor and drag the button to a empty material ball, choose "Instance" as selection. Now you can directly control HDRI options inside Material Editor. Choose "kitchen.hdr" as the HDR image for rendering. Set "Multiplier" to "0.4". "Map type" to "Spherical environment" so MAX will unwrap the HDR image. The whole idea is to use VRay light to cast caustic to the tea cup object and use HDR image to provide overall lighting to the scene.
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Step 5: Now it is time to set up VRay rendering parameters.
(1) Under "V-Ray: Image sampler(Antialiasing)", set "Image sampler" type to "Adaptive subdivision". Turn on "Antialiasing filter" and set type to "Catmull-Rom". (Note: when you are testing, you can use "Fixed" as "Image sampler" type). Expand "V-Ray: Adaptive subdivision image sampler", set "Min. rate" to "-1" and "Max. rate" to "2".
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(2) Under "V-Ray: Indirect Illumination(GI)", turn on "GI caustics", select "Refractive".
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(3) Under "V-Ray: Irradiance map", choose "Current preset" to "High".(Note: Select "High" will require a very long rendering time with very smooth result. If you do not have a fast machine, try "Medium" ot "Medium - animation".)
Under "Basic parameters", set "HSph. subdivs" to "15" and "Interp. samples" to "80".
Under "Options", turn on "Show calc. phase" to let VRay show all the steps when rendering so you will know at the early stage whether the rendering is going
fine.
Set the "Mode" type to "Single frame".
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(4) Under "V-Ray: Caustics", turn on caustic. Set "Multiplier" to "4.0", "Search dist." to "5.0", "Max photons" to "5000". You need to adjust these values according to the set up of your lights and objects. If you are using the downloaded scene, it is ok to leave them with these values. 
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(5) Under "V-Ray: System", click on "Lights settings...", in the opened window, select "VRayLight01", set "Caustic subdivs" to "2000", it will give smoothed caustic result.
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(6) Under "V-Ray: System", click on "Object settings...", in the opened window, set options as showed in the following diagram.
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3dsmax Vray Tutorial - Render with Sunlight
[Download Scene File:]
The scene file includes: .MAX file for 3dsmax 9.
Download Scene File [226KB].