In 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.
We’re going to render the bokeh effect with Scanline Renderer. If you are using mental ray renderer you have to change that ().
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 ( ). Select the particle cloud, go to the modify panel and apply the following settings:
Create a target camera ( ) 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.

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

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 ( ) and create the material for the particles:

Apply an opacity map:
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
( )

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

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.

Our abstract bokeh background doesn’t look like much yet.
The next step is to create the environment (background) map for our image. Open Material Editor ( ) and create the environment 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
Noise Parameters rollout
Noise Type: Fractal
Levels: 10
Size: 20
Color #1: RGB 100, 100, 100
Color #2: RGB 255, 255, 255

Let’s apply the map to the environment:
Render your scene to see how your abstract background looks.

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.
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:
Render your image to see the difference.

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

If you liked this, you might be interested in my other bokeh tutorial. That’s it. Thanks for reading!
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Thank you, very nice tutorial. really enjoyed it.
i want to animated it, i want to move the camera into the particle system. how do i do that. i created a key frame, but when i go to the second keyframe the particle system is lost! not visible anymore.
can u help me with that
Thank you
Adjust particle timing in step 2.
Great job, but i am only seeing squares when im rendering and little bits of the circles…plz help.
@ Livi: Yeah when I render I also see only squares, any idea how to fix this?
Great tut other than that!
make sure the gradient ramps tilings are set to 1 and they are not set as real world scaling, perhaps you guys have the 3ds max design, it sometimes sets real world scale as default tiling, you have to disable it and set the tilings to 1 again. (and of course all the 3 gradient ramps)
great tutorials btw:)