Abstract Background

28 Jan 2011

Abstract backgroundIn this tutorial we’re going to create an abstract background image in 3ds Max. It seems that bokeh backgrounds have been extremely popular during the last few years so we’re going to create one as well. There are many Photoshop tutorials available, but here I’m going to show you how to create bokeh background in 3ds Max. I think 3ds Max is perfect for creating abstract backgrounds because of it’s parametric nature. It’s really easy to change everything with parameters. I’m using 3ds Max 2011, but many older versions should work as well.

Step 1 Scanline Renderer

We’re going to render the bokeh effect with Scanline Renderer. If you are using mental ray renderer you have to change that ( Rendering > Render Setup… > Common tab > Assign Renderer > Production > Default Scanline Renderer ).

Step 2 Particle Cloud

Our abstract background will consist of two elements: particles and background. First, we’ll create the particles. I’m using Particle Cloud, but feel free to use Particle Flow if you want to. I think it’s just a little easier / faster to use Particle Cloud for our purpose here, because we don’t need any of those advanced features that Particle Flow has to offer. So let’s create a particle cloud in the front viewport ( Create panel > Geometry > Particle Systems > PCloud ). Select the particle cloud, go to the modify panel and apply the following settings:

  • Basic Parameters
    • Display Icon
      • Rad/len: 670
      • Width: 1200
      • Height: 900
    • Viewport Display
      • Mesh
  • Particle Generation
    • Particle Quantity
      • Use total: 500
    • Particle Timing ( We create all particles between frames -29 and 0 so that they are visible already at frame 0 )
      • Emit Start: -29
      • Emit Stop: 0
      • Display Until: 0
      • Life: 30
      • Variation: 0
    • Particle Size
      • Particle Size: 20
      • Variation: 100
      • Grow for: 0
      • Fade for: 0
    • Uniqueness
      • Seed: 704 ( Feel free to try different numbers here )
  • Particle Type
    • Standard Particles: Facing ( flat four sided polygons that will always face the camera )

Create a target camera ( Create panel > Cameras > Target ) in the top viewport. Right-click on the Perspective view and press ‘c’ in the keyboard to change it to a camera view. Position the camera target in to the middle of the particle cloud and the camera itself like in picture below.

Positioning the camera in 3ds Max 2011

Render your scene to make sure you get something like the picture below. I rendered with 700 x 438 px dimensions.

500 particles in the particle cloud

Step 3 The Particle Material

Next we’re going to create the material for the particles. This is the most complicated part of this tutorial, but don’t worry, nothing really hard here. Open Material Editor ( Press ‘m’ in keyboard ) and create the material for the particles:

  1. Select the Particle Cluod and assign the first standard material to it
  2. Face Map: YES ( map in material will be automatically applied to each face of the object )
  3. Diffuse: Light gray ( RGB 230, 230, 230) ( diffuse and ambient are locked by default so both will have this color )
  4. Opacity: 0
  5. Advanced Transparency: Type: Additive

Particle material's basic parameters

Apply an opacity map:

  1. Opacity Amount: 40 ( particle transparency )
  2. Opacity Map: Gradient Ramp ( Material/Map Browser > Maps > Standard > Gradient Ramp )
  3. Gradient Ramp Flags:

    Flag #1: Color: RGB 44, 44, 44 Position: 0

    Flag #2: Color: RGB 44, 44, 44 Position: 88

    Flag #3: Color: RGB 64, 64, 64 Position: 92

    Flag #4: Color: RGB 64, 64, 64 Position: 96

    Flag #5: Color: RGB 0, 0, 0 Position: 100

    ( Click on the color gradient to add a new flag. Right-click on a flag to modify or delete it. )

  4. Gradient Type: Radial

Gradient Ramp parameters

Let’s utilize Particle Age map to add some variation to the opacity of individual particles:

  1. In the Maps rollout, click on the ‘Gradient Ramp’ Map
  2. Click on the ‘Gradient Ramp’ again. ( Material/Map browser appears )
  3. Double-click on the ‘Particle Age’ map ( Maps > Standard > Particle Age )
  4. Select ‘Keep old map as sub-map?’ and click ‘OK’. ( Now we have Particle Age as opacity map and Gradient Ramp as a sub-map of Particle Age )
  5. Drag and drop the Gradient Ramp map from ‘Color #1 Map’ slot to ,Color #2 Map’ slot. Select ‘Copy’ when asked.
  6. Drag and drop the Gradient Ramp map from ‘Color #1 Map’ slot to ,Color #3 Map’ slot. Select ‘Copy’ when asked.
  7. Adjust the Gradient Ramp Flags in Color #2 slot:

    Flag #1: Color: RGB 66, 66, 66 Position: 0

    Flag #2: Color: RGB 66, 66, 66 Position: 88

    Flag #3: Color: RGB 96, 96, 96 Position: 92

    Flag #4: Color: RGB 96, 96, 96 Position: 96

    Flag #5: Color: RGB 0, 0, 0 Position: 100

    ( Click on the color gradient to add a new flag. Right-click on a flag to modify or delete it. )

  8. Adjust the Gradient Ramp Flags in Color #3 slot:

    Flag #1: Color: RGB 99, 99, 99 Position: 0

    Flag #2: Color: RGB 99, 99, 99 Position: 88

    Flag #3: Color: RGB 144, 144, 144 Position: 92

    Flag #4: Color: RGB 144, 144, 144 Position: 96

    Flag #5: Color: RGB 0, 0, 0 Position: 100

    ( Click on the color gradient to add a new flag. Right-click on a flag to modify or delete it. )

Particle Age parameters

Now infant particles are darker / more transparent than particles that have some age. The effect of the Particle age map is not drastic but in my opinion necessary to get some variation to the opacity and brightness of individual particles. Render your scene to make sure it looks similar to picture below.

Bokeh particles for abstract background

Our abstract bokeh background doesn’t look like much yet.

Step 4 Abstract Background Material

The next step is to create the environment (background) map for our image. Open Material Editor ( Press ‘m’ in keyboard ) and create the environment map:

  1. Select the second material slot
  2. Click on ‘Get Material’ button and select Composite map from the Map list ( Material/Map Browser > Maps > Standard > Composite ). Make sure you select Composite map and not Composite material!
  3. Click ‘Add a new layer’ to add a second layer to the composite map
  4. Add Gradient Ramp map to the first layer of the Composite Map:

    Coordinates rollout

    Environ: Selected

    Mapping: Screen

    Angle: W: 90

    Gradient Ramp Parameters rollout

    Flag #1 Color: RGB 139, 84, 5 Position: 0

    Flag #2 Color: RGB 255, 229, 192 Position: 100

  5. Add Noise map to the second layer of the Composite Map:

    Noise Parameters rollout

    Noise Type: Fractal

    Levels: 10

    Size: 20

    Color #1: RGB 100, 100, 100

    Color #2: RGB 255, 255, 255

  6. In the Composite Map, change the blending mode of the ‘Layer 2′ to ‘Color Burn’

Parameters for the environment map

Let’s apply the map to the environment:

  1. Open environment settings ( Rendering > Environment… )
  2. Drag and drop the environment map from the material editor slot to the Environment Map slot. Select ‘Instance’ when asked and click ‘OK’.

Render your scene to see how your abstract background looks.

Rendered abstract bokeh background

As you see the environment background brings a lot of life and color to the image. Feel free to change the color in the background map.

Step 5 Depth of Field

As a last thing, we’re going to make the image more interesting by adding real depth of field effect to it. Select the camera and go to the Modify Panel to apply the depth of field effect:

  • Parameters rollout
    • Multi-Pass Effect
      • Enable: YES ( Make sure ‘Depth of Field’ is selected in the drop down list )
  • Depth of Field Parameters
    • Focal Depth
      • Use Target Distance: YES ( particles near the camera target will appear sharp )
    • Sampling
      • Display Passes: YES
      • Use Original Location: YES
      • Total Passes: 100 ( try lower values if it takes a long time to render )
      • Sample Radius: 30
      • Sample Bias: 0,5

Render your image to see the difference.

Bokeh background with shallow depth of field

Finally, do some color correction in Photoshop if you like:

  • Brightness: 40

Abstract bokeh background

If you liked this, you might be interested in my other bokeh tutorial. That’s it. Thanks for reading!

Click to share if you like it!

50 Responses to “Abstract Background”

  1. Mr.Deadman says:

    Another great tut, thank you so much, the final image was awsome, thank you!

  2. Kristen says:

    What kind of units are you using for this tutorial?

  3. MadViolinist says:

    Thanks very much! :)

  4. kadeer says:

    AWESOME!! will try it!! thanks you so much!

  5. MemoNick says:

    Good tutorial. Are the circles grey and are getting the colour from the enviroment?

  6. NoX92 says:

    awesome tutorial as usual keep up the good work!

  7. stradela says:

    its amazing,i didnt know about particles and… so much
    great tut…. is there any other useful tuts on particles,you may offer me ??
    thanks again,keep goin on honey ;)

  8. musarrat jabeen says:

    great!

  9. MemoNick says:

    When are circles being created instead of the rectangles?

    Thanks for the above reply ;)

  10. Paul says:

    I haven’t had a chance to express my gratitude for making these tutorials available to all of us. I’ve been coming to your site now for the past 6 months now, following a lot of your tutorials. I’ve had this nagging feeling that I at least owe you a ‘Thank You!’ :)

    First, I love your site layout(usability and design) but most of all the fact that you make your tutorials attractive and easy to understand.

    The final image results are simply amazing and artistic, and yet it boggles my mind how simple it is to create them. I strongly believe it’s because you give such clear and concise steps in recreating them.

    As a side note, I’ve been doing 3D modeling for about a year now, and their seems to be 2 areas in 3d that have continued to baffle me… proper Mental Ray lighting setup using Image-Based Lighting(HDR) and how to implement Gamma Correction. Perhaps sometime in the distant future these may make great tuts? :D

    Again, I’m glad you are sharing some techniques that would be otherwise be very hard to find elsewhere.

    Thanks Antti !

    • polygonblog says:

      Thank you Paul for your kind words. Very nice to hear! Tutorial on HDR lighting is a very good idea. I’ll think about it.

  11. Luckyfox says:

    Great tut, will try to use it in a project of mine!
    Thank you!

  12. Flo87 says:

    Thank you for another great step-by-step tutorial. It has been a longtime since you didn’t post a tutorial, please don’t give up on us!

  13. Vlad says:

    Pretty nice tutorial i really liked how simple it is to create that amazing effect. 100 passes may be a bit much so i just kept it at 12 and so far the only other renderer to be able to render this other then scanline is vray. (Never tried final render but im sure it would do fine)

  14. MemoNick says:

    I found your old website, it had many good tutorials. Why don’t you post them here? They are awesome!

    • polygonblog says:

      Thanks for your suggestion. I have actually thought about posting some tutorials from http://www.secondpicture.com/ here, but I think I should rewrite them first. They are so old.

  15. Habibie says:

    Wooowww! Coooool…

  16. Nada says:

    This tutorial was fun.. I loved it and applied it.. Thank you =)..

    • polygonblog says:

      You’re welcome! Nice to hear it worked!

  17. sonia says:

    Could u say when are circles being created instead of the rectangles?

    Thanks!!;)

    • polygonblog says:

      It’s the Gradient Ramp applied as Face Map in Step 3.

      • MemoNick says:

        Thanks polygonblog for answering this question. I asked it above, but you overlooked it, so I didn’t want to ask again.

  18. Good and detailed tut. Thanks.

  19. Ken Nguru says:

    AWESOME TUTORIAL!! I’M ANXIOUSLY AWAITING YOUR NEXT GREAT JOB!!! =D

  20. kropped says:

    Great tutorial – I never thought of doing this sort of bokeh image in anything but Photoshop before, but this has given such an effective result.

  21. Flu0rum says:

    Really good tutorial – can you please add the file of this lesson so I can better understand it.

  22. This is a really helpful tutorial! Thank you for the help.

  23. Mr.Deadman says:

    long time since your last tutorial. I know it sounds selfish but pls make another tut, pls !

  24. You’re the best. As always, thanks for sharing. I find so much useful stuff in every one of your tutorials.

  25. Chris says:

    How about 3ds max 9? I can’t find layer styles anywhere, so I can’t get the background right.

  26. Awesome tutorial! so creative!
    can’t wait your next tutorial

  27. BANDURAJE says:

    Excellent yaarrrrr

  28. Remington M says:

    Hello! I just wanted to say I love your tutorials and I hope you can find the time/inspiration to continue to make them. You’ve definitely helped me out quite a bit with my 3D skills and my texturing as greatly improved! I’ll still keep checking hoping for an update!

    Thanks!

  29. MP20 says:

    well, i started to learn 3ds max about a week ago and after i see your tutorials, I found my way :)
    your tutorials are really interesting and useful.
    I’ve to say thank you for them

  30. Mr.Deadman says:

    Uow.
    Where are you ?
    Very very long time since your last rep.
    Pls come back.

  31. Vinu says:

    thanks 4 this type of tutorials
    it’s nice

  32. Admin3D says:

    Nice, but why to use 3DsMax if you can use Photoshop :P But to be honest, i didnt know that this is possible in 3DsMax, thx for sharing :)

  33. Donald says:

    where is new tutorials?

  34. Yamen says:

    very Nice tut.

    PS: Your old site “secondpicture.com” is prety interesting …I also liked the website theme…specially that smoky explosion at the end of every page …very Artistic…I want to do it soooo bad…I wonder how ! lol

  35. Ian says:

    No more posts? :O me be a sad panda

  36. Melissa says:

    I tried this tutorial on 3d max 2012 and I can’t get the circles only get squares I fallowed everything. I don’t know what I did wrong can u help?

    • polygonblog says:

      Please check step 3.2 and the opacity map settings.

  37. Melissa says:

    I looked it looks the same it renders white.

  38. Michelle says:

    I’ve stumbled across your tutorials and they are the best yet. Really appreciate all the effort that must go into these, you make me want to practise 3ds max work for fun! Please make more tutorials if you have time, they’ve been really helpful :)

  39. Great idea for a tutorial. I’ve been making abstract art in Photoshop and using Max in the images on occasion, and was thinking about using particles. This article is a nudge in that direction. Thanks!

  40. Khánh Phạm says:

    Merry christmas and happy new year, uhm, i have expected your new tutorials for months but no sign of you yet,and i dont really sure if you’re still working at the site or not. So, if you have time or just feel like doing some more tutorials, please do, we all appreciate you and your work very much.

    I’ll still keep checking hoping for an update!

    Thank you for all your help so far!

    • polygonblog says:

      I’ll post a new tutorial this week!

      • Khánh Phạm says:

        It brings me great joy to hear that, thank you so much, cant wait to see it :)

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