Floor:
For the floor of the scene I create a large thin box then searched the internet for flooring ideas for the map I wanted to add to the box. I found an image of stone flooring on the internet, I though this would be ideal, so I saved the image as a bitmap, then opened the ‘material editor’ in 3ds max and added the bitmap as the ‘diffuse colour’ map. Here is what the floor looked like once finished.
Log cabin walls:
To create the walls of the cabin I used large cylinder and stacked the on top of each other, I then done the same but rotated the other wall to 90 degrees so it looked like you were looking into the corner of the room.
Here are the long walls.
Window:
I then wanted to create a window within one of the walls. I wanted the window to look as if it has 4 panes of glass, so to do this I created a rectangle for the window and 4 smaller rectangles for the panes of glass. I then placed the 4 smaller rectangles through the window rectangle, I then placed all of these through the log wall where I wanted the window to be.
I then selected the window rectangle, went to the ‘create’ menu and selected ‘compound objects’ from the drop down menu then finally selected the pro-Boolean button.
Once I had selected the button I then chose the ‘start picking’ button and clicked on each of the 4 smaller rectangles.
I then selected the logs where the window is placed and followed the same steps as above and booleaned a window hole into the wall.
I then wanted to add maps to the log wall and to the window frame. I wanted to add a bark effect to the logs, and a wood grain effect for the window frame. To do this I searched the internet for tree bark, I then saved the image I wanted to use. I then opened the ‘material editor’ and added the tree bark bitmap as my ‘bump’ and ‘diffuse colour’ map for the logs.
I then searched the internet for a wood grain that was a lighter colour than the tree bark image so that the window frame will stand out from the logs. I then saved the wood grain image I wanted to used, and then added it as a bitmap for my ‘diffuse colour’ on the window.
Once I rendered the logs walls I realised they were far to dark for my scene, so I found another image of bark that was lighter, this worked a lot better as a map. I then added a ‘UVW map’ modifier to the logs to make the bark map look realistic and not squashed or stretched.
The left wall here is the previous bark map and the right hand side wall is the new map with the ‘UVW map' modifier applied. Once rendered the new map looked a lot warmer for the scene and a lot lighter for the room, I was pleased with the new map.
To finish the window off I wanted to add an image outside the window that you could see as if you were looking out of the window from the room.
To do this I found a winter scene image from the internet and saved it as a bitmap,
I then created a plane the same size as the window box, and applied the winter scene bitmap as the bitmap for the ‘diffuse colour’
To do this I found a winter scene image from the internet and saved it as a bitmap,
I then created a plane the same size as the window box, and applied the winter scene bitmap as the bitmap for the ‘diffuse colour’
I then added a ‘UVW map’ modifier to change the positioning of the map so that you could see the winter scene bitmap clearly through the window.
I then placed the mapped plane behind the window, so you could see it from the room looking out of the window.
Fireplace:
I then created a fireplace from 5 rectangles, I also used the pro-Boolean tool to create a hole in the logs for the fireplace the same as I did for the window in the log wall.
Once the fireplace was the right size and in the position of the room where I wanted it.
I then added maps to the rectangles to make it look like a genuine fireplace.
On the 4 exterior edges of the fireplace I used a bitmap image of bricks for the ‘diffuse colour’ and ‘bump’ maps. For the back rectangle that is sunk into the fireplace I found and used a lighter colour brick bitmap for my ‘diffuse colour’ and ‘bump’ maps this was because I knew I was going to put logs in the fireplace and I wanted them to stand out from the fireplace, and I knew they would stand out from a lighted coloured background.
Fire logs:
I then wanted to create some logs to go in my fireplace, and I also wanted to create a log to be on fire to make the scene a bit more homely. To create the logs I created a few small cylinders and rotated them to make a small randomly placed pile of them within the fireplace.
I then found an image on the internet of a log, I then saved this image as a bitmap. I opened the ‘material editor’ and added the log image as the bitmap for the ‘diffuse colour’ and applied this to the logs.
I then wanted to create some logs to go in my fireplace, and I also wanted to create a log to be on fire to make the scene a bit more homely. To create the logs I created a few small cylinders and rotated them to make a small randomly placed pile of them within the fireplace.
I then found an image on the internet of a log, I then saved this image as a bitmap. I opened the ‘material editor’ and added the log image as the bitmap for the ‘diffuse colour’ and applied this to the logs.
Fire:
I then wanted to create some fire to go on the logs in the fireplace. I read a few internet tutorials of how to do this there are a few different ways to create fire, but I followed one internet tutorial that used a fire map I created and particle array.
Firstly I had to create the fire map, to do this I opened the ‘material editor’ and selected an unused orb and changed the sample type to a cube, because I was told that it would be easier to see what the fire would look like in a rendered scene. Then in the ‘shader basic parameters’ settings I made sure ‘blinn’ and ‘face map’ were selected.
I then lowered the ‘specular level’ and the ‘glossiness’ to 0.
Then in the ‘Blinn basic parameters’ setting I clicked the button next to the diffuse colour, and the ‘material/map browser window’ opened, I then selected ‘gradient’
Then I changed the three colours in the ‘gradient parameters’ settings, I changed colour 1 to red, colour 2 to orange and colour 3 to yellow. I also changed the gradient type to radial using the selection boxes, and raised the ‘noise’ amount to 1.0 and the size to 15 and finally selected the ‘fractal’ checkbox.
I then went back to the maps view and dragged the gradient map from ‘diffuse colour’ to the ‘opacity’ slot, once I done this the ‘copy (instance) map’ window appeared with a selection of choices, I selected the ‘copy’ checkbox.
I then selected the ‘opacity’ map and changed the three colours to black, grey and white, once I had done that I then selected the ‘gradient’ button and the ‘material/map browser’ window opened and I selected ‘mask.
Then a small window opened asking me if I wanted to ‘discard old map?’ or ‘keep old map as sub-map?’ so I selected the second option.
Then under the ‘mask’ option I then selected another gradient, this time I used the three colours, black, white and black. I then added ‘noise’ with a fractal amount of 1 and a size of 15.

Now this is my fire material created.
I then saved this material and selected ‘put to library’ and called it ‘fire material.’

Now this is my fire material created.
I then saved this material and selected ‘put to library’ and called it ‘fire material.’
I then went on to create the particle system, to do this i selected the ‘create’ tab and selected ‘geometry’ then used the drop down menu to select ’particle system’ then selected the ‘PArray’ button. I then went onto the scene and clicked and dragged, this created a box with 3 triangles, but this doesn’t show up once rendered, this is only to show that the PArray is there and exists within the scene.
I then went to the ‘modify’ tab and under the ‘basic parameters’ settings I selected the ‘Pick Object’ button and selected the log that I wanted to create my fire on.
I then played around with the settings under the ‘particle generation’ heading I selected 10 as my use rate, I also changed the settings within the particle timings so that the fire will start at the first frame and stop on the end frame. I also lowered the speed to 0 as I was going to use a wind spacewarp to control the movement of the particles later on.
I then went to the ‘particle type’ heading and selected ‘standard particles’ for particle types and ‘facing’ for standard particles. I then opened the ‘rotation and collision’ settings and changed the spin time to 1.
I opened the ‘material editor’ and dragged my fire material I created onto the PArray icon in my scene.
Wind Spacewarp:
Finally I wanted to add a ‘wind spacewarp’ to the fire to control the direction of the fire particles. To create the wind I selected the ‘create tab’ then selected the ‘space warps’ tab then finally selected ‘forces’ from the drop down menu and clicked the ‘wind’ button. I then clicked and dragged my wind box out onto the scene to where I wanted it to be and what direction I wanted the wind to go.
Finally I wanted to add a ‘wind spacewarp’ to the fire to control the direction of the fire particles. To create the wind I selected the ‘create tab’ then selected the ‘space warps’ tab then finally selected ‘forces’ from the drop down menu and clicked the ‘wind’ button. I then clicked and dragged my wind box out onto the scene to where I wanted it to be and what direction I wanted the wind to go.
I also changed the positioning of the logs from the previous positions because I think this looks a lot neater and I liked the symmetrical idea, so I created a small pile of logs either side of the log on fire.
Here is the finished fire place with the logs and the fire particle array and the wind space warp.
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