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How to create planetary rings in 3D Studio Max 2.x
by Jim Herring


There are other ways to make planetary rings as I'm sure you know, but I've found this to be the easiest and fastest way to make realistic planetary rings. I came up with the technique one day while experimenting with Photoshop - note that if you aren't using Photoshop you won't be able to make rings with this technique.

Step 1. Create the textures

Diffuse map


This whole technique is based around textures so this is the important part. Open up Photoshop and lets create a new 1200x600 image, with black as the background color. Here's where you'll be deciding on ring colors and widths. Click on the airbrush or paintbrush tool and right click, then select Dissolve as your brush type. Now draw lines across the image of varying widths and colors - be sure to space them with varying widths as well for full effect. Try to keep the colors dark and relatively dull, but varied colors. Keep in mind real rings are a mixture of gas, ice particles, rocks and other floating debri of different densities, so create colors accordingnly. Below is an example diffuse map I made for a ring shrunk to about 20 or 30 percent its original size, 1200x600.

Diffuse map example

Opacity map

Rings aren't solid sheets, so you're going to need an opacity map. Simply take the diffuse map you just made and colorize it 100% white, and voila, opacity map. Below is a thumbnail example.

Opactiy map example
Specular map

This map is optional, so you can skip this part if you want. Since I'm not all that fluent in Photoshop 5 yet, I used Microsoft Image Composer for this one. In MIC open up the original diffuse map and apply a chrome effect from the art effects tab in the exotic section. When you apply the chrome bring the detail up to full and smoothness almost down to zero. Below is a thumbnail example.

specular map example
Bump map

Once again open up the original diffuse map in Photoshop and just apply a bas releif effect to it. bring the detail up really high and keep the smoothness down almost to zero or zero. I did it with the light in the upper right corner, but anything works. Below is a thumbnail example.

Bump map example

Step 2. Create object and place textures

Open up 3D Studio and create a tube. Use Center as the creation method and just draw it out and make it as wide as you want, but make sure its height is 0.1. Select it and go to the modifiers tab and set its number of sides to somewhere around 45-60. I went ahead and used 81, but some machines may not take that too well. Take a minute to go ahead and make a planet in the center of the rings and apply a texture to it if you want to. Now open up the material editor. Make a material with the diffuse, bump, specular and opacity maps you just created. Set it's shininess to about 74, shininess strength should be around 57 and opacity at 100. Set the diffuse map to show in the viewport. Usually its a good idea to tile your ring texture about four or five times, so do that to all maps when you add them to the material. Also when you add the bump map, put it's value (the field right labeled "Bump" just before the rollout button that selects the map type) up to 100. Now apply the material to the ring you made. Since you set the diffuse map to be visible in the viewport, you'll notice seams where the texture isn't straight along the ring. Rotate the diffuse map from the material editor until it looks aligned best along the ring. Do the same for the rest of the maps - make them viewable in the viewport, then rotate them so that they're aligned on the ring. Your all finished! Now render the scene with a stars or black background and see how it looks. If you want add some lights and toy around with the scene. If you rendered with a stars background you'll notice how the stars show through the rings as if it were a collection of particles. Below is a thumbnail of a ring created with the above maps, click on it to view it full size.

Example image
Questions? Comments? Send them to jth@mechis.com


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