- Cocky Red Nose
- walks out on to dancefloor
- music changes and he starts dancing, mad.




Now i wanted to make my sea more realistic, to do this I needed to make waves.
This brought up options of pre set maps I could use, I clicked on bit-map and selected a bitmap I had earlier saved which was the texture of sand.
This gave me the basics to my sun.I then clicked on the sun and clicked on the modifier list to the right of the screen. In the large list, I selected hair and Fur. Once I clicked on hair and fur it added hair to the object selected.
There are lots of properties that appear for the hair and fur, there are also more settings such as hair root and tip colour. After playing around with these this is what I came up with
I created the trunk by creating a small square box, and i used the vertex to deform it slightly. I added the mesh smooth to give it a different affect:
The MeshSmooth modifier smoothes geometry in your scene by means of several different methods
To create the branches on the trees I create one small rectangular box. I then used the soft selection tool on the vertex of the box to deform the shape. I created 7 of these and positioned them around the balls on the tree. I then edited each individual tree branch using the scale and rotate tools. 

I selected 'Dent' from the map browser as my bump map image, and chose two brown colours. This gave them a much better affect, as it wasnt just oneplain colour.

Lighting is very important for the image. I spent many hours trying to decide where the lighting should go. I wanted it to be as if the sun is shining and a shadow is beign created from the tree. This was my final image.

The material box will appear which looks like this:
Here you can see 6 spheres, you can apply your own shaders and materials. Below this there are a list of many different types of shaders, i will go through the most used ones with youI am going to create a variety of shapes so you can see the different affects on different shapes. This will allow you to compare the different affects to each other
The anisotropic shader works perfect for metal materials, because it changes the shape of the specular from round to elongated. Here is my shapes, using the anisotropic shader:

Metal - This was in use until the Anisotropic shader was introduced, it is more simple in the way it works, there is a dimple in the specular graph, which means that the shader is useful for dull metal materials such as brushed stainless steel.
Orin-Nayer-Blinn

Once the wallpaper was up on the walls, I decided to make my Christmas tree which i decided was going to be in the corner of the room. Christmas Tree

I had to make sure that pivot point was in the centre as this is the most important factor hen using the lathe tool. When the lathe tool was used this is what the tree looked like. I changed the colour of the tree to a dark green. I didn't however think this was a very realistic tree, so i used the hair and fur tool. I changed the settings from 20% hair to 100% hair and changed the maximum hair setting from 1000 to 7000,
this means that there were considerably more hairs on the tree. I adjusted the colours of the hair tip and hair root to look like it was a Christmas tree. I really liked this affect
Fireplace and Table
To create the fire place and the table I used the Boolean option. This could be found by changing the drop down box to 'Compound Objects.'
To use the boo Lean you need to have two different objects. One has to be taken away from the other to create a Boolean affect. For both the fire place and the Table I created a square which was slightly smaller, and positioned it where I wanted there to be a hole. I then completed the boolean.
This was found in properties by selecting the pop down box :
I selected Compound from the elements, and then selected Boolean.
I selected the smaller object that i wanted to be the hole, and then selected the following button:
If its not in the right place you can easily go back and the boolean'd object so that it is in the correct position. This is how easy it is to use the boolean.
I added the finishing touches of the textures by selecting 'M' the material editor and selecting the bitmap I wanted. I found lots of good textures and maps on the Internet.
I used as plain and inserted a picture of a fire to give the fireplace inside.
Presents and carpet
The presents were simple boxes made all different sizes and giving all different textures using the material editor. The carpet was just a plain, which is in the main properties on the right. A material was then added, which looked like a carpet. I then used the bump feature to change the texture of some of the presents. I also used Mesh smooth and selected classic affect and it softened the presents up.
Curtains
For the curtains I used a plain, and changed the material to a material I found on the internet.

I edited them by selecting soft selection, and by moving the vertex.(blue dots)
The preview shows you what it will all look like once it has been rendered. As you can see the haystacks need to be moved much lower. After changing the position into the correct place my scenery now looked like this :
This is the rendered image. This is only a simple one to show how the environments work. It would be very easy to make the haystacks look alot more realistic.
Rendering
Once your image has been completed, you must render it for the finished image. You can do this by selecting the Render button:

here there aqr emany setting syou can adjust such as the ray trace, output size and much more. Once you have edited the settings press the large Render button in the right bottom corner. The finished image then appears on a seperate screen.
My image has a black background as I set it to black. If you set an environment the rendered image will be on he environment.
You can then save the imae easily by clicking on the top left corner button of a disk. You can then save the completed rendered image as whatever you wish.




After selecting Omli lighting I positioned the light right in the middle of the room.
As you can see. There is a lot of difference between a plain room lit by 3Dmaxs default lighting and an Omli light. The Omli, makes the room look much whiter, and the floor look lighter. It looks much warmer and more realistic.