Setting up a camera to match a photograph in 3D space can be a daunting
task for anyone if you don’t know how to go about it correctly. In this
tutorial I will demonstrate a real simple way of matching a camera in
3D studio max to a photograph background for easy compositing.
Before going in to the tutorial I am going to assume to know the basics of Photoshop 3D Studio Max and Perspectives
One vanishing point:
One
vanishing point is seen in roads rail tracks and any objects that are
made up of lines either directly parallel with the viewer's line of
sleepers)
Two-Point Perspective:
Two-point
perspective can be used to draw the same objects as one-point
perspective, rotated. One point represents one set of parallel lines,
the other point represents the other set. Looking at a box from a
corner, one wall would head towards one vanishing point, the other wall
would head towards the opposite vanishing point.
Three-point perspective:
Three-point
perspective is usually used for buildings seen from above (or below).
In addition to the two vanishing points from before, one for each wall,
there is now one for how those walls recede into the ground. This third
vanishing point will be below the ground. Looking up at a tall building
is another common example of the third vanishing point. This time the
third vanishing point is high in space.
Part 1: Preparing the Background image in Photoshop:
For
this tutorial I am going to demonstrate the process on a simple 1 point
perspective image so that it is easier for first timers to follow but
generally the rules apply to all forms of perspective.
Fig 1: The background image used
Fig. 1
First
of all create a new file in Photoshop, the size isn’t too important (I
have a 2000x2000 template that I use whenever I need to).
Then create 3 horizontal guide lines (top, dead centre, and bottom),
and Shift drag your background image into the Photoshop file so that it
sits dead centre.
Fig 2: The set-up file with guides
Fig. 2
Drag your top and bottom guide lines so that they snap to the top and bottom of your image (as shows in fig 3a & b).
Fig 3a & b: Adjusting the guides and image
Fig. 3a
Fig. 3b
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Now
you need to shift and drag your back ground image up or down so that
the horizon/eye level runs along the centre guide line.
Readjust the top and bottom guidelines so that they are once again snap to the top and bottom of the background image.
Using the select tool select the region between the top and middle
guide (note if you needed to move your image down you would need to
select the region between the middle and bottom guides) and move the
selection (select > transform selection] to the opposite side of the middle guide.
Fig 4: Transforming the selection
Once again adjust the top or bottom guide to snap to the edge of the selection that is furthest away from the middle guide.
The Photo now has the horizon/eye level set right in the middle of the image.
Finally all that is left to do in Photoshop is to crop the whole image
to the top and bottom guides and the edges of the photo. It is also
worthwhile typing in the image dimensions somewhere on the image for
later reference. And save the file.
Fig 5: Cropping the image to size (with image size in bottom corner)
Fig. 5
Part 2: setting up the scene :
Now comes the straight forward bit, open up a new scene and create a “Target Camera” and position it at 0,0,0 so that it is dead centre of the 3D space
Open up the viewport configuration window (Alt+B) and set the “Background Source File” to your newly saved image and use the settings shown.
Fig 6-7: Viewport and render settings
Fig. 6
Fig. 7
Open the render settings window (F10) and set the output size of the
render to the same size as your background image (remember you typed
the image dimensions on to your image for reference). And select “Show safe frame” from the viewport drop down menu.
Fig. 8
And that’s it your background image and scene is all set so that the
camera is the same height as the camera was when the photo was taken
and is now ready for use, simply import your model/models into the
scene and move into position
You don’t need to move/adjust the camera, as that is set up as already.
The only things you may need to adjust is the vertical positioning of
the cameras target (for cases where you have a 3 point perspective) or
the positioning of the model itself into the correct place. Fig
9-11: a simple box in the 3d max scene rendered with a matte shadow
plane underneath, any object/scene can be easily imported in and will
be aligned to the background
Fig.9
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Fig. 10
Fig. 11
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 2:22  توسط cracker
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In this tutorial you will learn to create a fly-through of a realistic
cloud tunnel that renders relatively fast, using 3D Studio Max with no
plugins or 3rd party renderers.
But first, a little theory... the rest of the tut is based on this, so no fair skipping ahead!
The problem of ray-marching and volumetrics:
The
basic physics of light moving through a gaseous cloud has nothing to do
with traditional polygon lighting, and therein lies the main challenge
when rendering clouds.
Cloud particles are translucent, and will be visible from all sides when illuminated.
However, light decays in strength as it passes through.
This will make the backside of a cloud illuminated only by how far through the cloud the sunlight has travelled.
Note that the angle of a cloud particle’s surface is completely irrelevant, contrary to “normal” polygon lighting.
We will now move on, knowing that the photorealistic look of a cloud is dependant on decaying, non-polygon lighting.
The cotton teapot:
Before moving onto a larger cloud formation, we’ll take the theory from above and apply it to a simple shape.
1.1.
Create a teapot with a radius of 40 in the Perspective viewport.
Right-click, choose Properties, and de-select “Renderable”. Press
CTRL+C to create a camera in the viewport.
1.2. Press “6” to open Particle View. Create a flow with a Birth event, Position Object, Shape Facing and Material Static.
1.3. In the Birth Event, set Emit Stop to 0, and Amount to 1000. In
Position Object, select the teapot as Emitter Object. In Shape Facing,
select the camera in the scene as Lookat Object, set Size to 20 and
select Random orientation. In the Display event, set Type to Geometry.
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1.4. Now, in your favorite paint program, use a soft brush to make a
popcorn shaped blob that looks something like this. Make sure it’s
white on black background.
1.5. In 3ds Max, create a material with a solid white color, that uses
your popcorn image as Opacity Map. Drag this to the Material Static
event in the Particle View.
1.6. In the Material Editor, make sure the popcorn map is open. Click
on “Bitmap”, and select Mask from the Map Browser. Choose “Keep old map
as sub-map” in the “Replace Map” dialog. In the new Mask material, your
popcorn map is set as Map, so drag that do the Mask slot, and choose
“Swap”.
1.7. Click the Map slot, and choose Gradient Ramp from the Map Browser.
Set Gradient Type to Radial. Right-click the left flag, choose “Edit
properties” and change the color from black to white, right-click the
center flag and choose “Delete”, and right-click the right flag and
choose “Edit properties”.
1.8. Press the None slot to open the Map Browser and choose Smoke. In the Smoke Map settings, enter Size 5, and Exponent 1.
1.9.
Create a Target Direct light in the top viewport, so it lights the
teapot from behind, and place the target in the center of the teapot.
On the light’s “Intensity...” rollout, activate Use Far Attenuation,
and adjust the Near and Far values so the range covers the whole teapot
and the particles. Under Directional Parameters, adjust the
Hotspot/Beam so all the particles are covered. Now for the magic: in
the light’s Advanced Settings rollout, click “Ambient Only”. This will
make the light ignore the polygons’ angles, which is exactly what we
want.
1.10. Render that out to see the fluffiest teapot!
(hint: switch to Mental Ray to double render speed)
What we’ve done here is fake ray-marching. The fake part is that we
ignore how far the light has travelled inside the cloud, and instead
concentrate only on how far the light travels in space. For our
purposes, it’s close enough.
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Flight path:
First,
we’ll create a camera that chases an airplane through a tunnel. Later,
we’ll turn that tunnel into clouds. If you think you’ve already spent
too many hours of your life creating tunnel effects, move onto chapter
3, but skim chapter 2 to make a note of the dimensions used.
2.1. Delete the teapot and the light from before, but keep the camera, particle system and the material.
2.2. Create an s-shaped spline like this, using four bezier points.
Note the shape in the Top and Left viewports. Be careful with the
bezier handles – no sharp corners! And since we don’t want any
jittering in the camera, increase the interpolation to 20, and de-check
Optimize. (actually, we do want jittering, but not this kind... more on
this later!)
2.3.
The first point in my curve is at 0,0,0, and the last is at
50,400,-100. This isn’t crucial, but the closer your scale is to this,
the easier it will be to match the sizes of particles and procedural
maps later in the tutorial.
2.4. Select the
camera, and add a Path Constraint by going to the Motion rollout,
expand the Assign Controller rollout, click Position, click Assign
controller and double-click Path Constraint.
2.5.
In the Path Parameters rollout, click Add Path and click the spline in
a viewport. Now the camera follows the length of the path during the
whole length of the animation, but we want it to have a distance to the
camera target, so go to the final frame, activate Auto Key, set the
Default Tangent to linear, and type in 90% in the %Along Path field.
2.6. Create a dummy, and add a Path Constraint to make it follow the
same spline, but now (with Auto Key on) go to frame 0 and type in 10%
in the %Along Path field. Turn off Auto Key.
2.7. Align the camera target to the dummy, and then link the camera
target to the dummy. Play the animation, and double check that you now
have a nice animation of a camera following the camera target at a
constant distance.
2.8. Why use the dummy and not apply the Path Constraint directly to
the camera target? Remember that jittering we were talking about?
Select the camera target, and assign the Noise Position controller to
it, instead of the Path Constraint. In the Noise Controller dialog,
de-select Fractal Noise, enter 0,2 as Frequency, and 2,0 as X, Y and Z
Strength. This gives a nice turbulent bounce to the camera.
2.9.
Create a cylinder with Radius 45, Height 440, Height Segments 40, Sides
15, and align it to the path (position and rotation) using the Align
tool. Right-click the cylinder, go to Properties and de-select
Renderable. Also, make sure the cylinder’s Backface Cull is turned off.
2.10.
In the Modify panel, open the Modifier rollout, and select PathDeform
(WSM). It’s very imortant that you choose the World-Space Modifier
version (WSM), and not just the normal PathDeform. Select the path.
2.11. Now you can see the cylinder stretching along the path. If your
path coordinates deviated radically from the ones I described earlier,
you will need to adjust your cylinder’s Length, Radius etc. Play the
animation in the camera viewport, and it should look something like a
tunnel effect from an Amiga demo, but without the plasma!
2.12. For an extra touch, add a banking effect to the camera: set
Default Tangents to auto, activate Auto Key, select the camera, and
press F12. Go to frame 25, and set Roll to -25. Go to frame 75 and set
Roll to 25. Go to frame 100 and set Roll to 0.
2.13. If you want, now is the time to merge your favourite aircraft
model into the scene, and add the same Path Constraint once more.
Again, go to frame 0 and set the “%Along Path” to 10. Activate Follow
and Bank, set the Bank Amount to 2, and the Smoothness to 1.
2.14.
Also, load in a standard environment map, for instance, CHROMBLU.JPG
from the Max library (not that we’ll be seing a lot of background, but
it’s better than black)
Cloud tunnel:
3.1.
Collapse the tunnel (Cylinder01), add a TurboSmooth modifier, and set
Iterations to 2. Then add a Noise modifier on top. Set the Noise Scale
to 40, activate Fractal, set Iterations to 2, and set X, Y and Z
Strength to 40.
3.2.
Add a Push modifier and set it to -10 to make the walls bulge out in
round shapes (if you think the polys are moving in the wrong direction
when you use the Push modifier, keep in mind that we are watching the
inside of a cylinder, and all the polys are backfacing).
The cylinder is now a representation of where the clouds will be.
3.3. Press “6” to open the Particle View. Change the Amount to 2000,
and select Cylinder01 in Position Object. Your tunnel should now be
populated with billboard particles. Make a test render of that, to see
how you’re doing.
Not
bad, but we’re still using traditional lighting, based on polygon
angles - that’s the only reason for the grey shades you can see in the
render. This isn’t a liable solution, because when the billboards turn
to follow the camera, their angle relative to the light source will
change, and so will their brightness.
3.4.
But before we begin lighting the cloud tunnel, let’s work on the color.
We can’t apply any polygon-mapped texture, but we can make large chunks
of color variation. In the cloud material, click the Diffuse Color
slot, and select Noise from the Map Browser..
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3.5.
Choose Fractal, High=0,8 Low=0,2 Levels=10 and Size=100. Instead of
black, use 60, 90, 115. Turn the cloud material’s Self-illumination up
to 100, and render.
What
we have created is a large world-space texture variation. The reason we
can’t use polygon-mapped bitmap textures with billboard particles is
that when they turn to follow the camera, they will intersect in and
out of each other, and the textures will “pop” in and out. But with a
world-space texture, two intersecting polygons are guaranteed to have
the exact same color information at the intersection point, so the
intersection is invisible.
(Technically, world-space textures aren’t perfect either, because when
the billboards turn, their surface will move through the world-space
texture information, and the texture will appear to “crawl” over the
surface. But with a pattern this large, it’s not a problem).
3.6. In the top viewport, create a Target Direct light that lights the
cloud tunnel from the side
3.7.
Right-click Top -> Views -> Direct01 to see the scene from the
light source’s point of view. Under Directional Parameters, adjust the
Hotspot/Beam until the particles are totally visible from the light
source.
3.8. Render the scene from the light’s point of view. Save the image, and load it into your favourite painting program.
Your particles will propably look all flat and weird because they’re
pointed at the camera and not the light source, but that’s OK.
3.9.
In the paint program, paint over the particles so they get covered with
a gradient like this, and save the image. The idea is that anywhere in
the cylinder, the cloud particles will have a gradient from top to
bottom. We’re faking ray-marching of light coming from the top.
I have used 170, 220, 240 for the bright color, 50, 90,110 for the dark color, and 80, 140, 170 as the background base
3.10.
Back in 3ds Max, click the Map slot in the light’s Projector Map
rollout, and choose your paintover image. Remember to check “Ambient
Only”!
3.11.
NOTE: the purpose of this light source is to illuminate this particular
cloud and nothing else, so if you have an aircraft in the scene, go to
the light’s Include list and add your cloud Particle Event, which is
propably called “PF Source 01->Event 01”. Then you’re going to have
to add new lights to light up your aircraft, so go ahead and add the
same Particle Event to those lights’ Exclude list.
3.12. Now it’s time to test the light. Go to the cloud material and
turn the Self-illumination to 0, and turn off the Noise Map in the
Diffuse Color slot. Render!
(note: the first few frames might have particles right up in the camera
because of the capped ends of the emitter cylinder, so delete those
faces on the cylinder, or go forwards to a more interesting frame)
We’re almost there! Now all we have to do is combine the world-space noise map with our light gradient.
3.13. Set Self-illumination to 50, and re-activate the Noise Map in the
Diffuse Color slot. Render again! You’re done!
If
you will, adjust the Self-illumination and the Diffuse Map’s Amount
slider to blend between the Noise Map and the gradient light source.
Now render the whole animation while you make a pot of coffee...
Highlights on the sunny side:
Remember
that rimlight/halo look that clouds get when they’re backlit? So far
we’ve seen nothing like that in this tutorial, but there is a cheap and
dirty way to fake it. Stay with me.
4.1. Copy the emitter (Cylinder01) in the Top viewport, and move the copy just a few units North.
4.2. Press “6” to open Particle View, and create a copy of Event 01.
4.3. In Event 02, change the Position Object to Cylinder02. You should
see the double particles in the Top viewport like this. This should
also warn you that the particle count has doubled, so prepare for
slower renders.
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4.4. Press “M” to open the Material Editor, and create a copy of the cloud material. Name this “cloud_highlight”.
Change the Self-illumination to 75, and change the Diffuse Map’s Amount
slider to 25. This will make the highlight material brighter and more
self-illuminated than the rest of the clouds, which is exactly what we
want.
You can further enhance the effect by lowering the original cloud material’s Self-illumination.
4.5. Drag the “cloud_highlight” material to Event 02’s Material Static slot.
4.6. Render again to see the new look. At first glance, it may seem
much better, but remember the disadvantages about textures and
intersecting billboards? They’ll start showing, once you render the
whole animation.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 2:15  توسط cracker
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For
most of my rendering work, I use 3ds max 8 and V-Ray 1.5. Although
Mental Ray, Brazil, and finalRender all support rendering with HDRIs, I
have found V-Ray to be the most intuitive and manageable. However, I
will be writing tutorials in the future regarding the use of HDRIs with
all the major rendering engines.
So let’s get started. First, create or import the model that you would like to render. In our case we went to www.turbosquid.com and downloaded a free model of an F-5E Tiger II (a model from the www.meshfactory.com
collection - a great resource). The next thing we need to do is create
an invisible ground plane onto which our object's shadows can be cast,
and from which our object can receive additional reflected light. The
"VRayPlane" is the perfect primitive for this job. It will stretch to
infinity when rendered, while only taking up a small amount of space in
the viewport.
Under the Create tab's Geometry section, choose VRay from the drop-down
list. Select the Object Type called VRayPlane. Click near the origin in
your viewport and you will see a small square plane with a vertical
arrow at its center. This visible object actually represents a plane
that extends in all directions to infinity. The plane resizes as you
zoom in and out of the view, and always appears to be the same size.
Right-click on the VRay Plane and select V-Ray Properties. In order to
make this primitive work for us, we will need to change a few settings:
I
occasionally reduce the Generate GI setting if the VRayPlane is
reflecting too much light on the underside of my model. Do this if you
need to, and then close the dialog. Although this object is invisible
in your renderings, it will still reflect light. For this reason, it is
a good idea to assign a material to the VRayPlane that is similar in
color and reflectivity to the ground above which your model "appears"
to sit in relation to its environment map or background plate. In our
case we used a dull grey to imitate the carrier flight deck.
Next, we need to go to the Render Scene dialog and make sure that the
VRay renderer is selected under the Assign Renderer rollout. Then,
under the Renderer tab in the Global Switches section, turn off
"Default Lights". Then, change the GI settings as follows:
For
test renders, you will want to set your Irrandiance Map preset to
Medium and HSph. subdivs: to 20. The key here is to make sure that you
have turned on your GI. Otherwise, the HDRI will not be able to
contribute light.
Now that the scene is prepared and the basic lighting parameters are
set, we will finally start to work the the HDR image. The first thing
we need to do is assign our HDRI to the GI Environment and
Reflection/Refraction Environment Override slots:
Turn on both the GI Environment override, and the Reflection/refraction
Environment override. Click on None in the map slot for the GI
Environment and select VRayHDRI as the map type. Drag an instance of
this map to the Reflection/refraction map slot beneath it. Now, in
order for us to be able to manipulate this map, we will need an
instance of it in the Material Editor. Drag from one of these two map
slots to an empty material slot in the material editor. Click on the
Browse button for your new map, and navigate to the HDR image that you
would like to use. Now you will see a thumbnail of your HDRI map, as
well as a number of new parameters to work with.
The
first thing you will need to do if using the Rectilinear/Spherical
style HDRI map employed by HDR Mill is to select the Spherical
environment map type. The next item to address is the Gamma setting.
Depending on the method of image capture, some images will look fine at
the default 1.0 gamma setting, while others will look dark and
oversaturated. If your image appears incorrect, then its gamma has not
been pre-adjusted for viewing on monitors. The setting of 2.2 is the
typical correction used for viewing these images in monitor color
space.
Now, if you do a quick test render you will see that your model is
nicely lit, but that the background is still your default Max
environment color. We could simply drag an instance of the HDR image
from the material editor into the Environment Map slot of the
Environment dialog. However, in order for the background map to look
decent, you would need to use a very large hdr image. This would
consume a large amount of your computer's resources, and slow down the
rendering process. Instead, we can use a larger low dynamic range (ldr)
image such as a .jpeg to fill this slot. This ldr image will usually be
a tonemapped version of the hdr image, but with higher resolution.
Go to your Rendering>Environment dialog and click on "None" in the
map slot. Choose Bitmap map type and navigate to the regular image that
matches the scene in your hdr image. Then, drag an instance of this map
from the Environment map slot to another empty material slot in your
Material Editor (select "instance" when prompted). In this new
material's Coordinates rollout, make sure and select Environ mapping,
and Spherical Environment type.
Now, if you are using an hdr and ldr of the same scene, you would
expect the two respective thumbnails to match. They do not, so go into
the Parameters rollout for your VRayHDRI map and enter a horizontal
rotation of 90 degrees. This rotation amount works nine times out of
ten, however, if it does not, you may have to experiment a little.
If you do another render, you will see that the lighting on your model
very closely matches the lighting of your background environment. You
may find that your model appears to be unnaturally placed, such as
having a car sitting in a treetop. You will need to rotate, pan, and
tilt your camera around your model to get a good match between your
background map and your model. The easiest way to do this is to go to
the Views menu and select Viewport Background.
Using
the settings above, the background of your perspective viewport will
show the ldr environment map. In this way, you will be able to see your
models relationship to the background in real time, and adjust camera
position accordingly.
One issue with hdri lighting is that when using a background scene
taken in full sun, the hdr lighting appears to be too dim. This is
caused by the fact that the sun is up to seventeen stops brighter than
the rest of the sky. It is extremely difficult to capture an hdri with
such a broad range of light. Another issue is that hdr images do not
cast hard shadows. Fortunately, there is a simple solution to both of
these issues, if you don't mind cheating a little. The use of a direct
light with a low multiplier and hard VRay shadows, positioned to match
the sun in the hdr image, will solve both issues with little effect on
the realism of the output. The hdr will still provide most of the
direct light and all of the reflected color from the image, and the
direct light will provide the hard shadows and the extra direct light
for added realism. In addition, you can use the Multiplier in the
VRayHDRI maps rollout to increase the level of light added by your hdr
map to the scene. I hope this is helpful. If you have any usage tips
that you think would add value to this tutorial, please email them to
info@hdrmill.com.
If you would like to add this tutorial to your website, please give us proper credit and a link to www.hdrmill.com. Thank you.
The Staff at HDR Mill.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 2:2  توسط cracker
|
For
most of my rendering work, I use 3ds max 8 and V-Ray 1.5. Although
Mental Ray, Brazil, and finalRender all support rendering with HDRIs, I
have found V-Ray to be the most intuitive and manageable. However, I
will be writing tutorials in the future regarding the use of HDRIs with
all the major rendering engines.
So let’s get started. First, create or import the model that you would like to render. In our case we went to www.turbosquid.com and downloaded a free model of an F-5E Tiger II (a model from the www.meshfactory.com
collection - a great resource). The next thing we need to do is create
an invisible ground plane onto which our object's shadows can be cast,
and from which our object can receive additional reflected light. The
"VRayPlane" is the perfect primitive for this job. It will stretch to
infinity when rendered, while only taking up a small amount of space in
the viewport.
Under the Create tab's Geometry section, choose VRay from the drop-down
list. Select the Object Type called VRayPlane. Click near the origin in
your viewport and you will see a small square plane with a vertical
arrow at its center. This visible object actually represents a plane
that extends in all directions to infinity. The plane resizes as you
zoom in and out of the view, and always appears to be the same size.
Right-click on the VRay Plane and select V-Ray Properties. In order to
make this primitive work for us, we will need to change a few settings:
I
occasionally reduce the Generate GI setting if the VRayPlane is
reflecting too much light on the underside of my model. Do this if you
need to, and then close the dialog. Although this object is invisible
in your renderings, it will still reflect light. For this reason, it is
a good idea to assign a material to the VRayPlane that is similar in
color and reflectivity to the ground above which your model "appears"
to sit in relation to its environment map or background plate. In our
case we used a dull grey to imitate the carrier flight deck.
Next, we need to go to the Render Scene dialog and make sure that the
VRay renderer is selected under the Assign Renderer rollout. Then,
under the Renderer tab in the Global Switches section, turn off
"Default Lights". Then, change the GI settings as follows:
For
test renders, you will want to set your Irrandiance Map preset to
Medium and HSph. subdivs: to 20. The key here is to make sure that you
have turned on your GI. Otherwise, the HDRI will not be able to
contribute light.
Now that the scene is prepared and the basic lighting parameters are
set, we will finally start to work the the HDR image. The first thing
we need to do is assign our HDRI to the GI Environment and
Reflection/Refraction Environment Override slots:
Turn on both the GI Environment override, and the Reflection/refraction
Environment override. Click on None in the map slot for the GI
Environment and select VRayHDRI as the map type. Drag an instance of
this map to the Reflection/refraction map slot beneath it. Now, in
order for us to be able to manipulate this map, we will need an
instance of it in the Material Editor. Drag from one of these two map
slots to an empty material slot in the material editor. Click on the
Browse button for your new map, and navigate to the HDR image that you
would like to use. Now you will see a thumbnail of your HDRI map, as
well as a number of new parameters to work with.
The
first thing you will need to do if using the Rectilinear/Spherical
style HDRI map employed by HDR Mill is to select the Spherical
environment map type. The next item to address is the Gamma setting.
Depending on the method of image capture, some images will look fine at
the default 1.0 gamma setting, while others will look dark and
oversaturated. If your image appears incorrect, then its gamma has not
been pre-adjusted for viewing on monitors. The setting of 2.2 is the
typical correction used for viewing these images in monitor color
space.
Now, if you do a quick test render you will see that your model is
nicely lit, but that the background is still your default Max
environment color. We could simply drag an instance of the HDR image
from the material editor into the Environment Map slot of the
Environment dialog. However, in order for the background map to look
decent, you would need to use a very large hdr image. This would
consume a large amount of your computer's resources, and slow down the
rendering process. Instead, we can use a larger low dynamic range (ldr)
image such as a .jpeg to fill this slot. This ldr image will usually be
a tonemapped version of the hdr image, but with higher resolution.
Go to your Rendering>Environment dialog and click on "None" in the
map slot. Choose Bitmap map type and navigate to the regular image that
matches the scene in your hdr image. Then, drag an instance of this map
from the Environment map slot to another empty material slot in your
Material Editor (select "instance" when prompted). In this new
material's Coordinates rollout, make sure and select Environ mapping,
and Spherical Environment type.
Now, if you are using an hdr and ldr of the same scene, you would
expect the two respective thumbnails to match. They do not, so go into
the Parameters rollout for your VRayHDRI map and enter a horizontal
rotation of 90 degrees. This rotation amount works nine times out of
ten, however, if it does not, you may have to experiment a little.
If you do another render, you will see that the lighting on your model
very closely matches the lighting of your background environment. You
may find that your model appears to be unnaturally placed, such as
having a car sitting in a treetop. You will need to rotate, pan, and
tilt your camera around your model to get a good match between your
background map and your model. The easiest way to do this is to go to
the Views menu and select Viewport Background.
Using
the settings above, the background of your perspective viewport will
show the ldr environment map. In this way, you will be able to see your
models relationship to the background in real time, and adjust camera
position accordingly.
One issue with hdri lighting is that when using a background scene
taken in full sun, the hdr lighting appears to be too dim. This is
caused by the fact that the sun is up to seventeen stops brighter than
the rest of the sky. It is extremely difficult to capture an hdri with
such a broad range of light. Another issue is that hdr images do not
cast hard shadows. Fortunately, there is a simple solution to both of
these issues, if you don't mind cheating a little. The use of a direct
light with a low multiplier and hard VRay shadows, positioned to match
the sun in the hdr image, will solve both issues with little effect on
the realism of the output. The hdr will still provide most of the
direct light and all of the reflected color from the image, and the
direct light will provide the hard shadows and the extra direct light
for added realism. In addition, you can use the Multiplier in the
VRayHDRI maps rollout to increase the level of light added by your hdr
map to the scene. I hope this is helpful. If you have any usage tips
that you think would add value to this tutorial, please email them to
info@hdrmill.com.
If you would like to add this tutorial to your website, please give us proper credit and a link to www.hdrmill.com. Thank you.
The Staff at HDR Mill.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 1:59  توسط cracker
|
For
most of my rendering work, I use 3ds max 8 and V-Ray 1.5. Although
Mental Ray, Brazil, and finalRender all support rendering with HDRIs, I
have found V-Ray to be the most intuitive and manageable. However, I
will be writing tutorials in the future regarding the use of HDRIs with
all the major rendering engines.
So let’s get started. First, create or import the model that you would like to render. In our case we went to www.turbosquid.com and downloaded a free model of an F-5E Tiger II (a model from the www.meshfactory.com
collection - a great resource). The next thing we need to do is create
an invisible ground plane onto which our object's shadows can be cast,
and from which our object can receive additional reflected light. The
"VRayPlane" is the perfect primitive for this job. It will stretch to
infinity when rendered, while only taking up a small amount of space in
the viewport.
Under the Create tab's Geometry section, choose VRay from the drop-down
list. Select the Object Type called VRayPlane. Click near the origin in
your viewport and you will see a small square plane with a vertical
arrow at its center. This visible object actually represents a plane
that extends in all directions to infinity. The plane resizes as you
zoom in and out of the view, and always appears to be the same size.
Right-click on the VRay Plane and select V-Ray Properties. In order to
make this primitive work for us, we will need to change a few settings:
I
occasionally reduce the Generate GI setting if the VRayPlane is
reflecting too much light on the underside of my model. Do this if you
need to, and then close the dialog. Although this object is invisible
in your renderings, it will still reflect light. For this reason, it is
a good idea to assign a material to the VRayPlane that is similar in
color and reflectivity to the ground above which your model "appears"
to sit in relation to its environment map or background plate. In our
case we used a dull grey to imitate the carrier flight deck.
Next, we need to go to the Render Scene dialog and make sure that the
VRay renderer is selected under the Assign Renderer rollout. Then,
under the Renderer tab in the Global Switches section, turn off
"Default Lights". Then, change the GI settings as follows:
For
test renders, you will want to set your Irrandiance Map preset to
Medium and HSph. subdivs: to 20. The key here is to make sure that you
have turned on your GI. Otherwise, the HDRI will not be able to
contribute light.
Now that the scene is prepared and the basic lighting parameters are
set, we will finally start to work the the HDR image. The first thing
we need to do is assign our HDRI to the GI Environment and
Reflection/Refraction Environment Override slots:
Turn on both the GI Environment override, and the Reflection/refraction
Environment override. Click on None in the map slot for the GI
Environment and select VRayHDRI as the map type. Drag an instance of
this map to the Reflection/refraction map slot beneath it. Now, in
order for us to be able to manipulate this map, we will need an
instance of it in the Material Editor. Drag from one of these two map
slots to an empty material slot in the material editor. Click on the
Browse button for your new map, and navigate to the HDR image that you
would like to use. Now you will see a thumbnail of your HDRI map, as
well as a number of new parameters to work with.
The
first thing you will need to do if using the Rectilinear/Spherical
style HDRI map employed by HDR Mill is to select the Spherical
environment map type. The next item to address is the Gamma setting.
Depending on the method of image capture, some images will look fine at
the default 1.0 gamma setting, while others will look dark and
oversaturated. If your image appears incorrect, then its gamma has not
been pre-adjusted for viewing on monitors. The setting of 2.2 is the
typical correction used for viewing these images in monitor color
space.
Now, if you do a quick test render you will see that your model is
nicely lit, but that the background is still your default Max
environment color. We could simply drag an instance of the HDR image
from the material editor into the Environment Map slot of the
Environment dialog. However, in order for the background map to look
decent, you would need to use a very large hdr image. This would
consume a large amount of your computer's resources, and slow down the
rendering process. Instead, we can use a larger low dynamic range (ldr)
image such as a .jpeg to fill this slot. This ldr image will usually be
a tonemapped version of the hdr image, but with higher resolution.
Go to your Rendering>Environment dialog and click on "None" in the
map slot. Choose Bitmap map type and navigate to the regular image that
matches the scene in your hdr image. Then, drag an instance of this map
from the Environment map slot to another empty material slot in your
Material Editor (select "instance" when prompted). In this new
material's Coordinates rollout, make sure and select Environ mapping,
and Spherical Environment type.
Now, if you are using an hdr and ldr of the same scene, you would
expect the two respective thumbnails to match. They do not, so go into
the Parameters rollout for your VRayHDRI map and enter a horizontal
rotation of 90 degrees. This rotation amount works nine times out of
ten, however, if it does not, you may have to experiment a little.
If you do another render, you will see that the lighting on your model
very closely matches the lighting of your background environment. You
may find that your model appears to be unnaturally placed, such as
having a car sitting in a treetop. You will need to rotate, pan, and
tilt your camera around your model to get a good match between your
background map and your model. The easiest way to do this is to go to
the Views menu and select Viewport Background.
Using
the settings above, the background of your perspective viewport will
show the ldr environment map. In this way, you will be able to see your
models relationship to the background in real time, and adjust camera
position accordingly.
One issue with hdri lighting is that when using a background scene
taken in full sun, the hdr lighting appears to be too dim. This is
caused by the fact that the sun is up to seventeen stops brighter than
the rest of the sky. It is extremely difficult to capture an hdri with
such a broad range of light. Another issue is that hdr images do not
cast hard shadows. Fortunately, there is a simple solution to both of
these issues, if you don't mind cheating a little. The use of a direct
light with a low multiplier and hard VRay shadows, positioned to match
the sun in the hdr image, will solve both issues with little effect on
the realism of the output. The hdr will still provide most of the
direct light and all of the reflected color from the image, and the
direct light will provide the hard shadows and the extra direct light
for added realism. In addition, you can use the Multiplier in the
VRayHDRI maps rollout to increase the level of light added by your hdr
map to the scene. I hope this is helpful. If you have any usage tips
that you think would add value to this tutorial, please email them to
info@hdrmill.com.
If you would like to add this tutorial to your website, please give us proper credit and a link to www.hdrmill.com. Thank you.
The Staff at HDR Mill.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 1:59  توسط cracker
|
For
most of my rendering work, I use 3ds max 8 and V-Ray 1.5. Although
Mental Ray, Brazil, and finalRender all support rendering with HDRIs, I
have found V-Ray to be the most intuitive and manageable. However, I
will be writing tutorials in the future regarding the use of HDRIs with
all the major rendering engines.
So let’s get started. First, create or import the model that you would like to render. In our case we went to www.turbosquid.com and downloaded a free model of an F-5E Tiger II (a model from the www.meshfactory.com
collection - a great resource). The next thing we need to do is create
an invisible ground plane onto which our object's shadows can be cast,
and from which our object can receive additional reflected light. The
"VRayPlane" is the perfect primitive for this job. It will stretch to
infinity when rendered, while only taking up a small amount of space in
the viewport.
Under the Create tab's Geometry section, choose VRay from the drop-down
list. Select the Object Type called VRayPlane. Click near the origin in
your viewport and you will see a small square plane with a vertical
arrow at its center. This visible object actually represents a plane
that extends in all directions to infinity. The plane resizes as you
zoom in and out of the view, and always appears to be the same size.
Right-click on the VRay Plane and select V-Ray Properties. In order to
make this primitive work for us, we will need to change a few settings:
I
occasionally reduce the Generate GI setting if the VRayPlane is
reflecting too much light on the underside of my model. Do this if you
need to, and then close the dialog. Although this object is invisible
in your renderings, it will still reflect light. For this reason, it is
a good idea to assign a material to the VRayPlane that is similar in
color and reflectivity to the ground above which your model "appears"
to sit in relation to its environment map or background plate. In our
case we used a dull grey to imitate the carrier flight deck.
Next, we need to go to the Render Scene dialog and make sure that the
VRay renderer is selected under the Assign Renderer rollout. Then,
under the Renderer tab in the Global Switches section, turn off
"Default Lights". Then, change the GI settings as follows:
For
test renders, you will want to set your Irrandiance Map preset to
Medium and HSph. subdivs: to 20. The key here is to make sure that you
have turned on your GI. Otherwise, the HDRI will not be able to
contribute light.
Now that the scene is prepared and the basic lighting parameters are
set, we will finally start to work the the HDR image. The first thing
we need to do is assign our HDRI to the GI Environment and
Reflection/Refraction Environment Override slots:
Turn on both the GI Environment override, and the Reflection/refraction
Environment override. Click on None in the map slot for the GI
Environment and select VRayHDRI as the map type. Drag an instance of
this map to the Reflection/refraction map slot beneath it. Now, in
order for us to be able to manipulate this map, we will need an
instance of it in the Material Editor. Drag from one of these two map
slots to an empty material slot in the material editor. Click on the
Browse button for your new map, and navigate to the HDR image that you
would like to use. Now you will see a thumbnail of your HDRI map, as
well as a number of new parameters to work with.
The
first thing you will need to do if using the Rectilinear/Spherical
style HDRI map employed by HDR Mill is to select the Spherical
environment map type. The next item to address is the Gamma setting.
Depending on the method of image capture, some images will look fine at
the default 1.0 gamma setting, while others will look dark and
oversaturated. If your image appears incorrect, then its gamma has not
been pre-adjusted for viewing on monitors. The setting of 2.2 is the
typical correction used for viewing these images in monitor color
space.
Now, if you do a quick test render you will see that your model is
nicely lit, but that the background is still your default Max
environment color. We could simply drag an instance of the HDR image
from the material editor into the Environment Map slot of the
Environment dialog. However, in order for the background map to look
decent, you would need to use a very large hdr image. This would
consume a large amount of your computer's resources, and slow down the
rendering process. Instead, we can use a larger low dynamic range (ldr)
image such as a .jpeg to fill this slot. This ldr image will usually be
a tonemapped version of the hdr image, but with higher resolution.
Go to your Rendering>Environment dialog and click on "None" in the
map slot. Choose Bitmap map type and navigate to the regular image that
matches the scene in your hdr image. Then, drag an instance of this map
from the Environment map slot to another empty material slot in your
Material Editor (select "instance" when prompted). In this new
material's Coordinates rollout, make sure and select Environ mapping,
and Spherical Environment type.
Now, if you are using an hdr and ldr of the same scene, you would
expect the two respective thumbnails to match. They do not, so go into
the Parameters rollout for your VRayHDRI map and enter a horizontal
rotation of 90 degrees. This rotation amount works nine times out of
ten, however, if it does not, you may have to experiment a little.
If you do another render, you will see that the lighting on your model
very closely matches the lighting of your background environment. You
may find that your model appears to be unnaturally placed, such as
having a car sitting in a treetop. You will need to rotate, pan, and
tilt your camera around your model to get a good match between your
background map and your model. The easiest way to do this is to go to
the Views menu and select Viewport Background.
Using
the settings above, the background of your perspective viewport will
show the ldr environment map. In this way, you will be able to see your
models relationship to the background in real time, and adjust camera
position accordingly.
One issue with hdri lighting is that when using a background scene
taken in full sun, the hdr lighting appears to be too dim. This is
caused by the fact that the sun is up to seventeen stops brighter than
the rest of the sky. It is extremely difficult to capture an hdri with
such a broad range of light. Another issue is that hdr images do not
cast hard shadows. Fortunately, there is a simple solution to both of
these issues, if you don't mind cheating a little. The use of a direct
light with a low multiplier and hard VRay shadows, positioned to match
the sun in the hdr image, will solve both issues with little effect on
the realism of the output. The hdr will still provide most of the
direct light and all of the reflected color from the image, and the
direct light will provide the hard shadows and the extra direct light
for added realism. In addition, you can use the Multiplier in the
VRayHDRI maps rollout to increase the level of light added by your hdr
map to the scene. I hope this is helpful. If you have any usage tips
that you think would add value to this tutorial, please email them to
info@hdrmill.com.
If you would like to add this tutorial to your website, please give us proper credit and a link to www.hdrmill.com. Thank you.
The Staff at HDR Mill.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 1:58  توسط cracker
|
For
most of my rendering work, I use 3ds max 8 and V-Ray 1.5. Although
Mental Ray, Brazil, and finalRender all support rendering with HDRIs, I
have found V-Ray to be the most intuitive and manageable. However, I
will be writing tutorials in the future regarding the use of HDRIs with
all the major rendering engines.
So let’s get started. First, create or import the model that you would like to render. In our case we went to www.turbosquid.com and downloaded a free model of an F-5E Tiger II (a model from the www.meshfactory.com
collection - a great resource). The next thing we need to do is create
an invisible ground plane onto which our object's shadows can be cast,
and from which our object can receive additional reflected light. The
"VRayPlane" is the perfect primitive for this job. It will stretch to
infinity when rendered, while only taking up a small amount of space in
the viewport.
Under the Create tab's Geometry section, choose VRay from the drop-down
list. Select the Object Type called VRayPlane. Click near the origin in
your viewport and you will see a small square plane with a vertical
arrow at its center. This visible object actually represents a plane
that extends in all directions to infinity. The plane resizes as you
zoom in and out of the view, and always appears to be the same size.
Right-click on the VRay Plane and select V-Ray Properties. In order to
make this primitive work for us, we will need to change a few settings:
I
occasionally reduce the Generate GI setting if the VRayPlane is
reflecting too much light on the underside of my model. Do this if you
need to, and then close the dialog. Although this object is invisible
in your renderings, it will still reflect light. For this reason, it is
a good idea to assign a material to the VRayPlane that is similar in
color and reflectivity to the ground above which your model "appears"
to sit in relation to its environment map or background plate. In our
case we used a dull grey to imitate the carrier flight deck.
Next, we need to go to the Render Scene dialog and make sure that the
VRay renderer is selected under the Assign Renderer rollout. Then,
under the Renderer tab in the Global Switches section, turn off
"Default Lights". Then, change the GI settings as follows:
For
test renders, you will want to set your Irrandiance Map preset to
Medium and HSph. subdivs: to 20. The key here is to make sure that you
have turned on your GI. Otherwise, the HDRI will not be able to
contribute light.
Now that the scene is prepared and the basic lighting parameters are
set, we will finally start to work the the HDR image. The first thing
we need to do is assign our HDRI to the GI Environment and
Reflection/Refraction Environment Override slots:
Turn on both the GI Environment override, and the Reflection/refraction
Environment override. Click on None in the map slot for the GI
Environment and select VRayHDRI as the map type. Drag an instance of
this map to the Reflection/refraction map slot beneath it. Now, in
order for us to be able to manipulate this map, we will need an
instance of it in the Material Editor. Drag from one of these two map
slots to an empty material slot in the material editor. Click on the
Browse button for your new map, and navigate to the HDR image that you
would like to use. Now you will see a thumbnail of your HDRI map, as
well as a number of new parameters to work with.
The
first thing you will need to do if using the Rectilinear/Spherical
style HDRI map employed by HDR Mill is to select the Spherical
environment map type. The next item to address is the Gamma setting.
Depending on the method of image capture, some images will look fine at
the default 1.0 gamma setting, while others will look dark and
oversaturated. If your image appears incorrect, then its gamma has not
been pre-adjusted for viewing on monitors. The setting of 2.2 is the
typical correction used for viewing these images in monitor color
space.
Now, if you do a quick test render you will see that your model is
nicely lit, but that the background is still your default Max
environment color. We could simply drag an instance of the HDR image
from the material editor into the Environment Map slot of the
Environment dialog. However, in order for the background map to look
decent, you would need to use a very large hdr image. This would
consume a large amount of your computer's resources, and slow down the
rendering process. Instead, we can use a larger low dynamic range (ldr)
image such as a .jpeg to fill this slot. This ldr image will usually be
a tonemapped version of the hdr image, but with higher resolution.
Go to your Rendering>Environment dialog and click on "None" in the
map slot. Choose Bitmap map type and navigate to the regular image that
matches the scene in your hdr image. Then, drag an instance of this map
from the Environment map slot to another empty material slot in your
Material Editor (select "instance" when prompted). In this new
material's Coordinates rollout, make sure and select Environ mapping,
and Spherical Environment type.
Now, if you are using an hdr and ldr of the same scene, you would
expect the two respective thumbnails to match. They do not, so go into
the Parameters rollout for your VRayHDRI map and enter a horizontal
rotation of 90 degrees. This rotation amount works nine times out of
ten, however, if it does not, you may have to experiment a little.
If you do another render, you will see that the lighting on your model
very closely matches the lighting of your background environment. You
may find that your model appears to be unnaturally placed, such as
having a car sitting in a treetop. You will need to rotate, pan, and
tilt your camera around your model to get a good match between your
background map and your model. The easiest way to do this is to go to
the Views menu and select Viewport Background.
Using
the settings above, the background of your perspective viewport will
show the ldr environment map. In this way, you will be able to see your
models relationship to the background in real time, and adjust camera
position accordingly.
One issue with hdri lighting is that when using a background scene
taken in full sun, the hdr lighting appears to be too dim. This is
caused by the fact that the sun is up to seventeen stops brighter than
the rest of the sky. It is extremely difficult to capture an hdri with
such a broad range of light. Another issue is that hdr images do not
cast hard shadows. Fortunately, there is a simple solution to both of
these issues, if you don't mind cheating a little. The use of a direct
light with a low multiplier and hard VRay shadows, positioned to match
the sun in the hdr image, will solve both issues with little effect on
the realism of the output. The hdr will still provide most of the
direct light and all of the reflected color from the image, and the
direct light will provide the hard shadows and the extra direct light
for added realism. In addition, you can use the Multiplier in the
VRayHDRI maps rollout to increase the level of light added by your hdr
map to the scene. I hope this is helpful. If you have any usage tips
that you think would add value to this tutorial, please email them to
info@hdrmill.com.
If you would like to add this tutorial to your website, please give us proper credit and a link to www.hdrmill.com. Thank you.
The Staff at HDR Mill.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 1:58  توسط cracker
|
For
most of my rendering work, I use 3ds max 8 and V-Ray 1.5. Although
Mental Ray, Brazil, and finalRender all support rendering with HDRIs, I
have found V-Ray to be the most intuitive and manageable. However, I
will be writing tutorials in the future regarding the use of HDRIs with
all the major rendering engines.
So let’s get started. First, create or import the model that you would like to render. In our case we went to www.turbosquid.com and downloaded a free model of an F-5E Tiger II (a model from the www.meshfactory.com
collection - a great resource). The next thing we need to do is create
an invisible ground plane onto which our object's shadows can be cast,
and from which our object can receive additional reflected light. The
"VRayPlane" is the perfect primitive for this job. It will stretch to
infinity when rendered, while only taking up a small amount of space in
the viewport.
Under the Create tab's Geometry section, choose VRay from the drop-down
list. Select the Object Type called VRayPlane. Click near the origin in
your viewport and you will see a small square plane with a vertical
arrow at its center. This visible object actually represents a plane
that extends in all directions to infinity. The plane resizes as you
zoom in and out of the view, and always appears to be the same size.
Right-click on the VRay Plane and select V-Ray Properties. In order to
make this primitive work for us, we will need to change a few settings:
I
occasionally reduce the Generate GI setting if the VRayPlane is
reflecting too much light on the underside of my model. Do this if you
need to, and then close the dialog. Although this object is invisible
in your renderings, it will still reflect light. For this reason, it is
a good idea to assign a material to the VRayPlane that is similar in
color and reflectivity to the ground above which your model "appears"
to sit in relation to its environment map or background plate. In our
case we used a dull grey to imitate the carrier flight deck.
Next, we need to go to the Render Scene dialog and make sure that the
VRay renderer is selected under the Assign Renderer rollout. Then,
under the Renderer tab in the Global Switches section, turn off
"Default Lights". Then, change the GI settings as follows:
For
test renders, you will want to set your Irrandiance Map preset to
Medium and HSph. subdivs: to 20. The key here is to make sure that you
have turned on your GI. Otherwise, the HDRI will not be able to
contribute light.
Now that the scene is prepared and the basic lighting parameters are
set, we will finally start to work the the HDR image. The first thing
we need to do is assign our HDRI to the GI Environment and
Reflection/Refraction Environment Override slots:
Turn on both the GI Environment override, and the Reflection/refraction
Environment override. Click on None in the map slot for the GI
Environment and select VRayHDRI as the map type. Drag an instance of
this map to the Reflection/refraction map slot beneath it. Now, in
order for us to be able to manipulate this map, we will need an
instance of it in the Material Editor. Drag from one of these two map
slots to an empty material slot in the material editor. Click on the
Browse button for your new map, and navigate to the HDR image that you
would like to use. Now you will see a thumbnail of your HDRI map, as
well as a number of new parameters to work with.
The
first thing you will need to do if using the Rectilinear/Spherical
style HDRI map employed by HDR Mill is to select the Spherical
environment map type. The next item to address is the Gamma setting.
Depending on the method of image capture, some images will look fine at
the default 1.0 gamma setting, while others will look dark and
oversaturated. If your image appears incorrect, then its gamma has not
been pre-adjusted for viewing on monitors. The setting of 2.2 is the
typical correction used for viewing these images in monitor color
space.
Now, if you do a quick test render you will see that your model is
nicely lit, but that the background is still your default Max
environment color. We could simply drag an instance of the HDR image
from the material editor into the Environment Map slot of the
Environment dialog. However, in order for the background map to look
decent, you would need to use a very large hdr image. This would
consume a large amount of your computer's resources, and slow down the
rendering process. Instead, we can use a larger low dynamic range (ldr)
image such as a .jpeg to fill this slot. This ldr image will usually be
a tonemapped version of the hdr image, but with higher resolution.
Go to your Rendering>Environment dialog and click on "None" in the
map slot. Choose Bitmap map type and navigate to the regular image that
matches the scene in your hdr image. Then, drag an instance of this map
from the Environment map slot to another empty material slot in your
Material Editor (select "instance" when prompted). In this new
material's Coordinates rollout, make sure and select Environ mapping,
and Spherical Environment type.
Now, if you are using an hdr and ldr of the same scene, you would
expect the two respective thumbnails to match. They do not, so go into
the Parameters rollout for your VRayHDRI map and enter a horizontal
rotation of 90 degrees. This rotation amount works nine times out of
ten, however, if it does not, you may have to experiment a little.
If you do another render, you will see that the lighting on your model
very closely matches the lighting of your background environment. You
may find that your model appears to be unnaturally placed, such as
having a car sitting in a treetop. You will need to rotate, pan, and
tilt your camera around your model to get a good match between your
background map and your model. The easiest way to do this is to go to
the Views menu and select Viewport Background.
Using
the settings above, the background of your perspective viewport will
show the ldr environment map. In this way, you will be able to see your
models relationship to the background in real time, and adjust camera
position accordingly.
One issue with hdri lighting is that when using a background scene
taken in full sun, the hdr lighting appears to be too dim. This is
caused by the fact that the sun is up to seventeen stops brighter than
the rest of the sky. It is extremely difficult to capture an hdri with
such a broad range of light. Another issue is that hdr images do not
cast hard shadows. Fortunately, there is a simple solution to both of
these issues, if you don't mind cheating a little. The use of a direct
light with a low multiplier and hard VRay shadows, positioned to match
the sun in the hdr image, will solve both issues with little effect on
the realism of the output. The hdr will still provide most of the
direct light and all of the reflected color from the image, and the
direct light will provide the hard shadows and the extra direct light
for added realism. In addition, you can use the Multiplier in the
VRayHDRI maps rollout to increase the level of light added by your hdr
map to the scene. I hope this is helpful. If you have any usage tips
that you think would add value to this tutorial, please email them to
info@hdrmill.com.
If you would like to add this tutorial to your website, please give us proper credit and a link to www.hdrmill.com. Thank you.
The Staff at HDR Mill.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 1:58  توسط cracker
|
For
most of my rendering work, I use 3ds max 8 and V-Ray 1.5. Although
Mental Ray, Brazil, and finalRender all support rendering with HDRIs, I
have found V-Ray to be the most intuitive and manageable. However, I
will be writing tutorials in the future regarding the use of HDRIs with
all the major rendering engines.
So let’s get started. First, create or import the model that you would like to render. In our case we went to www.turbosquid.com and downloaded a free model of an F-5E Tiger II (a model from the www.meshfactory.com
collection - a great resource). The next thing we need to do is create
an invisible ground plane onto which our object's shadows can be cast,
and from which our object can receive additional reflected light. The
"VRayPlane" is the perfect primitive for this job. It will stretch to
infinity when rendered, while only taking up a small amount of space in
the viewport.
Under the Create tab's Geometry section, choose VRay from the drop-down
list. Select the Object Type called VRayPlane. Click near the origin in
your viewport and you will see a small square plane with a vertical
arrow at its center. This visible object actually represents a plane
that extends in all directions to infinity. The plane resizes as you
zoom in and out of the view, and always appears to be the same size.
Right-click on the VRay Plane and select V-Ray Properties. In order to
make this primitive work for us, we will need to change a few settings:
I
occasionally reduce the Generate GI setting if the VRayPlane is
reflecting too much light on the underside of my model. Do this if you
need to, and then close the dialog. Although this object is invisible
in your renderings, it will still reflect light. For this reason, it is
a good idea to assign a material to the VRayPlane that is similar in
color and reflectivity to the ground above which your model "appears"
to sit in relation to its environment map or background plate. In our
case we used a dull grey to imitate the carrier flight deck.
Next, we need to go to the Render Scene dialog and make sure that the
VRay renderer is selected under the Assign Renderer rollout. Then,
under the Renderer tab in the Global Switches section, turn off
"Default Lights". Then, change the GI settings as follows:
For
test renders, you will want to set your Irrandiance Map preset to
Medium and HSph. subdivs: to 20. The key here is to make sure that you
have turned on your GI. Otherwise, the HDRI will not be able to
contribute light.
Now that the scene is prepared and the basic lighting parameters are
set, we will finally start to work the the HDR image. The first thing
we need to do is assign our HDRI to the GI Environment and
Reflection/Refraction Environment Override slots:
Turn on both the GI Environment override, and the Reflection/refraction
Environment override. Click on None in the map slot for the GI
Environment and select VRayHDRI as the map type. Drag an instance of
this map to the Reflection/refraction map slot beneath it. Now, in
order for us to be able to manipulate this map, we will need an
instance of it in the Material Editor. Drag from one of these two map
slots to an empty material slot in the material editor. Click on the
Browse button for your new map, and navigate to the HDR image that you
would like to use. Now you will see a thumbnail of your HDRI map, as
well as a number of new parameters to work with.
The
first thing you will need to do if using the Rectilinear/Spherical
style HDRI map employed by HDR Mill is to select the Spherical
environment map type. The next item to address is the Gamma setting.
Depending on the method of image capture, some images will look fine at
the default 1.0 gamma setting, while others will look dark and
oversaturated. If your image appears incorrect, then its gamma has not
been pre-adjusted for viewing on monitors. The setting of 2.2 is the
typical correction used for viewing these images in monitor color
space.
Now, if you do a quick test render you will see that your model is
nicely lit, but that the background is still your default Max
environment color. We could simply drag an instance of the HDR image
from the material editor into the Environment Map slot of the
Environment dialog. However, in order for the background map to look
decent, you would need to use a very large hdr image. This would
consume a large amount of your computer's resources, and slow down the
rendering process. Instead, we can use a larger low dynamic range (ldr)
image such as a .jpeg to fill this slot. This ldr image will usually be
a tonemapped version of the hdr image, but with higher resolution.
Go to your Rendering>Environment dialog and click on "None" in the
map slot. Choose Bitmap map type and navigate to the regular image that
matches the scene in your hdr image. Then, drag an instance of this map
from the Environment map slot to another empty material slot in your
Material Editor (select "instance" when prompted). In this new
material's Coordinates rollout, make sure and select Environ mapping,
and Spherical Environment type.
Now, if you are using an hdr and ldr of the same scene, you would
expect the two respective thumbnails to match. They do not, so go into
the Parameters rollout for your VRayHDRI map and enter a horizontal
rotation of 90 degrees. This rotation amount works nine times out of
ten, however, if it does not, you may have to experiment a little.
If you do another render, you will see that the lighting on your model
very closely matches the lighting of your background environment. You
may find that your model appears to be unnaturally placed, such as
having a car sitting in a treetop. You will need to rotate, pan, and
tilt your camera around your model to get a good match between your
background map and your model. The easiest way to do this is to go to
the Views menu and select Viewport Background.
Using
the settings above, the background of your perspective viewport will
show the ldr environment map. In this way, you will be able to see your
models relationship to the background in real time, and adjust camera
position accordingly.
One issue with hdri lighting is that when using a background scene
taken in full sun, the hdr lighting appears to be too dim. This is
caused by the fact that the sun is up to seventeen stops brighter than
the rest of the sky. It is extremely difficult to capture an hdri with
such a broad range of light. Another issue is that hdr images do not
cast hard shadows. Fortunately, there is a simple solution to both of
these issues, if you don't mind cheating a little. The use of a direct
light with a low multiplier and hard VRay shadows, positioned to match
the sun in the hdr image, will solve both issues with little effect on
the realism of the output. The hdr will still provide most of the
direct light and all of the reflected color from the image, and the
direct light will provide the hard shadows and the extra direct light
for added realism. In addition, you can use the Multiplier in the
VRayHDRI maps rollout to increase the level of light added by your hdr
map to the scene. I hope this is helpful. If you have any usage tips
that you think would add value to this tutorial, please email them to
info@hdrmill.com.
If you would like to add this tutorial to your website, please give us proper credit and a link to www.hdrmill.com. Thank you.
The Staff at HDR Mill.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 1:58  توسط cracker
|
For
most of my rendering work, I use 3ds max 8 and V-Ray 1.5. Although
Mental Ray, Brazil, and finalRender all support rendering with HDRIs, I
have found V-Ray to be the most intuitive and manageable. However, I
will be writing tutorials in the future regarding the use of HDRIs with
all the major rendering engines.
So let’s get started. First, create or import the model that you would like to render. In our case we went to www.turbosquid.com and downloaded a free model of an F-5E Tiger II (a model from the www.meshfactory.com
collection - a great resource). The next thing we need to do is create
an invisible ground plane onto which our object's shadows can be cast,
and from which our object can receive additional reflected light. The
"VRayPlane" is the perfect primitive for this job. It will stretch to
infinity when rendered, while only taking up a small amount of space in
the viewport.
Under the Create tab's Geometry section, choose VRay from the drop-down
list. Select the Object Type called VRayPlane. Click near the origin in
your viewport and you will see a small square plane with a vertical
arrow at its center. This visible object actually represents a plane
that extends in all directions to infinity. The plane resizes as you
zoom in and out of the view, and always appears to be the same size.
Right-click on the VRay Plane and select V-Ray Properties. In order to
make this primitive work for us, we will need to change a few settings:
I
occasionally reduce the Generate GI setting if the VRayPlane is
reflecting too much light on the underside of my model. Do this if you
need to, and then close the dialog. Although this object is invisible
in your renderings, it will still reflect light. For this reason, it is
a good idea to assign a material to the VRayPlane that is similar in
color and reflectivity to the ground above which your model "appears"
to sit in relation to its environment map or background plate. In our
case we used a dull grey to imitate the carrier flight deck.
Next, we need to go to the Render Scene dialog and make sure that the
VRay renderer is selected under the Assign Renderer rollout. Then,
under the Renderer tab in the Global Switches section, turn off
"Default Lights". Then, change the GI settings as follows:
For
test renders, you will want to set your Irrandiance Map preset to
Medium and HSph. subdivs: to 20. The key here is to make sure that you
have turned on your GI. Otherwise, the HDRI will not be able to
contribute light.
Now that the scene is prepared and the basic lighting parameters are
set, we will finally start to work the the HDR image. The first thing
we need to do is assign our HDRI to the GI Environment and
Reflection/Refraction Environment Override slots:
Turn on both the GI Environment override, and the Reflection/refraction
Environment override. Click on None in the map slot for the GI
Environment and select VRayHDRI as the map type. Drag an instance of
this map to the Reflection/refraction map slot beneath it. Now, in
order for us to be able to manipulate this map, we will need an
instance of it in the Material Editor. Drag from one of these two map
slots to an empty material slot in the material editor. Click on the
Browse button for your new map, and navigate to the HDR image that you
would like to use. Now you will see a thumbnail of your HDRI map, as
well as a number of new parameters to work with.
The
first thing you will need to do if using the Rectilinear/Spherical
style HDRI map employed by HDR Mill is to select the Spherical
environment map type. The next item to address is the Gamma setting.
Depending on the method of image capture, some images will look fine at
the default 1.0 gamma setting, while others will look dark and
oversaturated. If your image appears incorrect, then its gamma has not
been pre-adjusted for viewing on monitors. The setting of 2.2 is the
typical correction used for viewing these images in monitor color
space.
Now, if you do a quick test render you will see that your model is
nicely lit, but that the background is still your default Max
environment color. We could simply drag an instance of the HDR image
from the material editor into the Environment Map slot of the
Environment dialog. However, in order for the background map to look
decent, you would need to use a very large hdr image. This would
consume a large amount of your computer's resources, and slow down the
rendering process. Instead, we can use a larger low dynamic range (ldr)
image such as a .jpeg to fill this slot. This ldr image will usually be
a tonemapped version of the hdr image, but with higher resolution.
Go to your Rendering>Environment dialog and click on "None" in the
map slot. Choose Bitmap map type and navigate to the regular image that
matches the scene in your hdr image. Then, drag an instance of this map
from the Environment map slot to another empty material slot in your
Material Editor (select "instance" when prompted). In this new
material's Coordinates rollout, make sure and select Environ mapping,
and Spherical Environment type.
Now, if you are using an hdr and ldr of the same scene, you would
expect the two respective thumbnails to match. They do not, so go into
the Parameters rollout for your VRayHDRI map and enter a horizontal
rotation of 90 degrees. This rotation amount works nine times out of
ten, however, if it does not, you may have to experiment a little.
If you do another render, you will see that the lighting on your model
very closely matches the lighting of your background environment. You
may find that your model appears to be unnaturally placed, such as
having a car sitting in a treetop. You will need to rotate, pan, and
tilt your camera around your model to get a good match between your
background map and your model. The easiest way to do this is to go to
the Views menu and select Viewport Background.
Using
the settings above, the background of your perspective viewport will
show the ldr environment map. In this way, you will be able to see your
models relationship to the background in real time, and adjust camera
position accordingly.
One issue with hdri lighting is that when using a background scene
taken in full sun, the hdr lighting appears to be too dim. This is
caused by the fact that the sun is up to seventeen stops brighter than
the rest of the sky. It is extremely difficult to capture an hdri with
such a broad range of light. Another issue is that hdr images do not
cast hard shadows. Fortunately, there is a simple solution to both of
these issues, if you don't mind cheating a little. The use of a direct
light with a low multiplier and hard VRay shadows, positioned to match
the sun in the hdr image, will solve both issues with little effect on
the realism of the output. The hdr will still provide most of the
direct light and all of the reflected color from the image, and the
direct light will provide the hard shadows and the extra direct light
for added realism. In addition, you can use the Multiplier in the
VRayHDRI maps rollout to increase the level of light added by your hdr
map to the scene. I hope this is helpful. If you have any usage tips
that you think would add value to this tutorial, please email them to
info@hdrmill.com.
If you would like to add this tutorial to your website, please give us proper credit and a link to www.hdrmill.com. Thank you.
The Staff at HDR Mill.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 1:58  توسط cracker
|
For
most of my rendering work, I use 3ds max 8 and V-Ray 1.5. Although
Mental Ray, Brazil, and finalRender all support rendering with HDRIs, I
have found V-Ray to be the most intuitive and manageable. However, I
will be writing tutorials in the future regarding the use of HDRIs with
all the major rendering engines.
So let’s get started. First, create or import the model that you would like to render. In our case we went to www.turbosquid.com and downloaded a free model of an F-5E Tiger II (a model from the www.meshfactory.com
collection - a great resource). The next thing we need to do is create
an invisible ground plane onto which our object's shadows can be cast,
and from which our object can receive additional reflected light. The
"VRayPlane" is the perfect primitive for this job. It will stretch to
infinity when rendered, while only taking up a small amount of space in
the viewport.
Under the Create tab's Geometry section, choose VRay from the drop-down
list. Select the Object Type called VRayPlane. Click near the origin in
your viewport and you will see a small square plane with a vertical
arrow at its center. This visible object actually represents a plane
that extends in all directions to infinity. The plane resizes as you
zoom in and out of the view, and always appears to be the same size.
Right-click on the VRay Plane and select V-Ray Properties. In order to
make this primitive work for us, we will need to change a few settings:
I
occasionally reduce the Generate GI setting if the VRayPlane is
reflecting too much light on the underside of my model. Do this if you
need to, and then close the dialog. Although this object is invisible
in your renderings, it will still reflect light. For this reason, it is
a good idea to assign a material to the VRayPlane that is similar in
color and reflectivity to the ground above which your model "appears"
to sit in relation to its environment map or background plate. In our
case we used a dull grey to imitate the carrier flight deck.
Next, we need to go to the Render Scene dialog and make sure that the
VRay renderer is selected under the Assign Renderer rollout. Then,
under the Renderer tab in the Global Switches section, turn off
"Default Lights". Then, change the GI settings as follows:
For
test renders, you will want to set your Irrandiance Map preset to
Medium and HSph. subdivs: to 20. The key here is to make sure that you
have turned on your GI. Otherwise, the HDRI will not be able to
contribute light.
Now that the scene is prepared and the basic lighting parameters are
set, we will finally start to work the the HDR image. The first thing
we need to do is assign our HDRI to the GI Environment and
Reflection/Refraction Environment Override slots:
Turn on both the GI Environment override, and the Reflection/refraction
Environment override. Click on None in the map slot for the GI
Environment and select VRayHDRI as the map type. Drag an instance of
this map to the Reflection/refraction map slot beneath it. Now, in
order for us to be able to manipulate this map, we will need an
instance of it in the Material Editor. Drag from one of these two map
slots to an empty material slot in the material editor. Click on the
Browse button for your new map, and navigate to the HDR image that you
would like to use. Now you will see a thumbnail of your HDRI map, as
well as a number of new parameters to work with.
The
first thing you will need to do if using the Rectilinear/Spherical
style HDRI map employed by HDR Mill is to select the Spherical
environment map type. The next item to address is the Gamma setting.
Depending on the method of image capture, some images will look fine at
the default 1.0 gamma setting, while others will look dark and
oversaturated. If your image appears incorrect, then its gamma has not
been pre-adjusted for viewing on monitors. The setting of 2.2 is the
typical correction used for viewing these images in monitor color
space.
Now, if you do a quick test render you will see that your model is
nicely lit, but that the background is still your default Max
environment color. We could simply drag an instance of the HDR image
from the material editor into the Environment Map slot of the
Environment dialog. However, in order for the background map to look
decent, you would need to use a very large hdr image. This would
consume a large amount of your computer's resources, and slow down the
rendering process. Instead, we can use a larger low dynamic range (ldr)
image such as a .jpeg to fill this slot. This ldr image will usually be
a tonemapped version of the hdr image, but with higher resolution.
Go to your Rendering>Environment dialog and click on "None" in the
map slot. Choose Bitmap map type and navigate to the regular image that
matches the scene in your hdr image. Then, drag an instance of this map
from the Environment map slot to another empty material slot in your
Material Editor (select "instance" when prompted). In this new
material's Coordinates rollout, make sure and select Environ mapping,
and Spherical Environment type.
Now, if you are using an hdr and ldr of the same scene, you would
expect the two respective thumbnails to match. They do not, so go into
the Parameters rollout for your VRayHDRI map and enter a horizontal
rotation of 90 degrees. This rotation amount works nine times out of
ten, however, if it does not, you may have to experiment a little.
If you do another render, you will see that the lighting on your model
very closely matches the lighting of your background environment. You
may find that your model appears to be unnaturally placed, such as
having a car sitting in a treetop. You will need to rotate, pan, and
tilt your camera around your model to get a good match between your
background map and your model. The easiest way to do this is to go to
the Views menu and select Viewport Background.
Using
the settings above, the background of your perspective viewport will
show the ldr environment map. In this way, you will be able to see your
models relationship to the background in real time, and adjust camera
position accordingly.
One issue with hdri lighting is that when using a background scene
taken in full sun, the hdr lighting appears to be too dim. This is
caused by the fact that the sun is up to seventeen stops brighter than
the rest of the sky. It is extremely difficult to capture an hdri with
such a broad range of light. Another issue is that hdr images do not
cast hard shadows. Fortunately, there is a simple solution to both of
these issues, if you don't mind cheating a little. The use of a direct
light with a low multiplier and hard VRay shadows, positioned to match
the sun in the hdr image, will solve both issues with little effect on
the realism of the output. The hdr will still provide most of the
direct light and all of the reflected color from the image, and the
direct light will provide the hard shadows and the extra direct light
for added realism. In addition, you can use the Multiplier in the
VRayHDRI maps rollout to increase the level of light added by your hdr
map to the scene. I hope this is helpful. If you have any usage tips
that you think would add value to this tutorial, please email them to
info@hdrmill.com.
If you would like to add this tutorial to your website, please give us proper credit and a link to www.hdrmill.com. Thank you.
The Staff at HDR Mill.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 1:58  توسط cracker
|
For
most of my rendering work, I use 3ds max 8 and V-Ray 1.5. Although
Mental Ray, Brazil, and finalRender all support rendering with HDRIs, I
have found V-Ray to be the most intuitive and manageable. However, I
will be writing tutorials in the future regarding the use of HDRIs with
all the major rendering engines.
So let’s get started. First, create or import the model that you would like to render. In our case we went to www.turbosquid.com and downloaded a free model of an F-5E Tiger II (a model from the www.meshfactory.com
collection - a great resource). The next thing we need to do is create
an invisible ground plane onto which our object's shadows can be cast,
and from which our object can receive additional reflected light. The
"VRayPlane" is the perfect primitive for this job. It will stretch to
infinity when rendered, while only taking up a small amount of space in
the viewport.
Under the Create tab's Geometry section, choose VRay from the drop-down
list. Select the Object Type called VRayPlane. Click near the origin in
your viewport and you will see a small square plane with a vertical
arrow at its center. This visible object actually represents a plane
that extends in all directions to infinity. The plane resizes as you
zoom in and out of the view, and always appears to be the same size.
Right-click on the VRay Plane and select V-Ray Properties. In order to
make this primitive work for us, we will need to change a few settings:
I
occasionally reduce the Generate GI setting if the VRayPlane is
reflecting too much light on the underside of my model. Do this if you
need to, and then close the dialog. Although this object is invisible
in your renderings, it will still reflect light. For this reason, it is
a good idea to assign a material to the VRayPlane that is similar in
color and reflectivity to the ground above which your model "appears"
to sit in relation to its environment map or background plate. In our
case we used a dull grey to imitate the carrier flight deck.
Next, we need to go to the Render Scene dialog and make sure that the
VRay renderer is selected under the Assign Renderer rollout. Then,
under the Renderer tab in the Global Switches section, turn off
"Default Lights". Then, change the GI settings as follows:
For
test renders, you will want to set your Irrandiance Map preset to
Medium and HSph. subdivs: to 20. The key here is to make sure that you
have turned on your GI. Otherwise, the HDRI will not be able to
contribute light.
Now that the scene is prepared and the basic lighting parameters are
set, we will finally start to work the the HDR image. The first thing
we need to do is assign our HDRI to the GI Environment and
Reflection/Refraction Environment Override slots:
Turn on both the GI Environment override, and the Reflection/refraction
Environment override. Click on None in the map slot for the GI
Environment and select VRayHDRI as the map type. Drag an instance of
this map to the Reflection/refraction map slot beneath it. Now, in
order for us to be able to manipulate this map, we will need an
instance of it in the Material Editor. Drag from one of these two map
slots to an empty material slot in the material editor. Click on the
Browse button for your new map, and navigate to the HDR image that you
would like to use. Now you will see a thumbnail of your HDRI map, as
well as a number of new parameters to work with.
The
first thing you will need to do if using the Rectilinear/Spherical
style HDRI map employed by HDR Mill is to select the Spherical
environment map type. The next item to address is the Gamma setting.
Depending on the method of image capture, some images will look fine at
the default 1.0 gamma setting, while others will look dark and
oversaturated. If your image appears incorrect, then its gamma has not
been pre-adjusted for viewing on monitors. The setting of 2.2 is the
typical correction used for viewing these images in monitor color
space.
Now, if you do a quick test render you will see that your model is
nicely lit, but that the background is still your default Max
environment color. We could simply drag an instance of the HDR image
from the material editor into the Environment Map slot of the
Environment dialog. However, in order for the background map to look
decent, you would need to use a very large hdr image. This would
consume a large amount of your computer's resources, and slow down the
rendering process. Instead, we can use a larger low dynamic range (ldr)
image such as a .jpeg to fill this slot. This ldr image will usually be
a tonemapped version of the hdr image, but with higher resolution.
Go to your Rendering>Environment dialog and click on "None" in the
map slot. Choose Bitmap map type and navigate to the regular image that
matches the scene in your hdr image. Then, drag an instance of this map
from the Environment map slot to another empty material slot in your
Material Editor (select "instance" when prompted). In this new
material's Coordinates rollout, make sure and select Environ mapping,
and Spherical Environment type.
Now, if you are using an hdr and ldr of the same scene, you would
expect the two respective thumbnails to match. They do not, so go into
the Parameters rollout for your VRayHDRI map and enter a horizontal
rotation of 90 degrees. This rotation amount works nine times out of
ten, however, if it does not, you may have to experiment a little.
If you do another render, you will see that the lighting on your model
very closely matches the lighting of your background environment. You
may find that your model appears to be unnaturally placed, such as
having a car sitting in a treetop. You will need to rotate, pan, and
tilt your camera around your model to get a good match between your
background map and your model. The easiest way to do this is to go to
the Views menu and select Viewport Background.
Using
the settings above, the background of your perspective viewport will
show the ldr environment map. In this way, you will be able to see your
models relationship to the background in real time, and adjust camera
position accordingly.
One issue with hdri lighting is that when using a background scene
taken in full sun, the hdr lighting appears to be too dim. This is
caused by the fact that the sun is up to seventeen stops brighter than
the rest of the sky. It is extremely difficult to capture an hdri with
such a broad range of light. Another issue is that hdr images do not
cast hard shadows. Fortunately, there is a simple solution to both of
these issues, if you don't mind cheating a little. The use of a direct
light with a low multiplier and hard VRay shadows, positioned to match
the sun in the hdr image, will solve both issues with little effect on
the realism of the output. The hdr will still provide most of the
direct light and all of the reflected color from the image, and the
direct light will provide the hard shadows and the extra direct light
for added realism. In addition, you can use the Multiplier in the
VRayHDRI maps rollout to increase the level of light added by your hdr
map to the scene. I hope this is helpful. If you have any usage tips
that you think would add value to this tutorial, please email them to
info@hdrmill.com.
If you would like to add this tutorial to your website, please give us proper credit and a link to www.hdrmill.com. Thank you.
The Staff at HDR Mill.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 1:58  توسط cracker
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For
most of my rendering work, I use 3ds max 8 and V-Ray 1.5. Although
Mental Ray, Brazil, and finalRender all support rendering with HDRIs, I
have found V-Ray to be the most intuitive and manageable. However, I
will be writing tutorials in the future regarding the use of HDRIs with
all the major rendering engines.
So let’s get started. First, create or import the model that you would like to render. In our case we went to www.turbosquid.com and downloaded a free model of an F-5E Tiger II (a model from the www.meshfactory.com
collection - a great resource). The next thing we need to do is create
an invisible ground plane onto which our object's shadows can be cast,
and from which our object can receive additional reflected light. The
"VRayPlane" is the perfect primitive for this job. It will stretch to
infinity when rendered, while only taking up a small amount of space in
the viewport.
Under the Create tab's Geometry section, choose VRay from the drop-down
list. Select the Object Type called VRayPlane. Click near the origin in
your viewport and you will see a small square plane with a vertical
arrow at its center. This visible object actually represents a plane
that extends in all directions to infinity. The plane resizes as you
zoom in and out of the view, and always appears to be the same size.
Right-click on the VRay Plane and select V-Ray Properties. In order to
make this primitive work for us, we will need to change a few settings:
I
occasionally reduce the Generate GI setting if the VRayPlane is
reflecting too much light on the underside of my model. Do this if you
need to, and then close the dialog. Although this object is invisible
in your renderings, it will still reflect light. For this reason, it is
a good idea to assign a material to the VRayPlane that is similar in
color and reflectivity to the ground above which your model "appears"
to sit in relation to its environment map or background plate. In our
case we used a dull grey to imitate the carrier flight deck.
Next, we need to go to the Render Scene dialog and make sure that the
VRay renderer is selected under the Assign Renderer rollout. Then,
under the Renderer tab in the Global Switches section, turn off
"Default Lights". Then, change the GI settings as follows:
For
test renders, you will want to set your Irrandiance Map preset to
Medium and HSph. subdivs: to 20. The key here is to make sure that you
have turned on your GI. Otherwise, the HDRI will not be able to
contribute light.
Now that the scene is prepared and the basic lighting parameters are
set, we will finally start to work the the HDR image. The first thing
we need to do is assign our HDRI to the GI Environment and
Reflection/Refraction Environment Override slots:
Turn on both the GI Environment override, and the Reflection/refraction
Environment override. Click on None in the map slot for the GI
Environment and select VRayHDRI as the map type. Drag an instance of
this map to the Reflection/refraction map slot beneath it. Now, in
order for us to be able to manipulate this map, we will need an
instance of it in the Material Editor. Drag from one of these two map
slots to an empty material slot in the material editor. Click on the
Browse button for your new map, and navigate to the HDR image that you
would like to use. Now you will see a thumbnail of your HDRI map, as
well as a number of new parameters to work with.
The
first thing you will need to do if using the Rectilinear/Spherical
style HDRI map employed by HDR Mill is to select the Spherical
environment map type. The next item to address is the Gamma setting.
Depending on the method of image capture, some images will look fine at
the default 1.0 gamma setting, while others will look dark and
oversaturated. If your image appears incorrect, then its gamma has not
been pre-adjusted for viewing on monitors. The setting of 2.2 is the
typical correction used for viewing these images in monitor color
space.
Now, if you do a quick test render you will see that your model is
nicely lit, but that the background is still your default Max
environment color. We could simply drag an instance of the HDR image
from the material editor into the Environment Map slot of the
Environment dialog. However, in order for the background map to look
decent, you would need to use a very large hdr image. This would
consume a large amount of your computer's resources, and slow down the
rendering process. Instead, we can use a larger low dynamic range (ldr)
image such as a .jpeg to fill this slot. This ldr image will usually be
a tonemapped version of the hdr image, but with higher resolution.
Go to your Rendering>Environment dialog and click on "None" in the
map slot. Choose Bitmap map type and navigate to the regular image that
matches the scene in your hdr image. Then, drag an instance of this map
from the Environment map slot to another empty material slot in your
Material Editor (select "instance" when prompted). In this new
material's Coordinates rollout, make sure and select Environ mapping,
and Spherical Environment type.
Now, if you are using an hdr and ldr of the same scene, you would
expect the two respective thumbnails to match. They do not, so go into
the Parameters rollout for your VRayHDRI map and enter a horizontal
rotation of 90 degrees. This rotation amount works nine times out of
ten, however, if it does not, you may have to experiment a little.
If you do another render, you will see that the lighting on your model
very closely matches the lighting of your background environment. You
may find that your model appears to be unnaturally placed, such as
having a car sitting in a treetop. You will need to rotate, pan, and
tilt your camera around your model to get a good match between your
background map and your model. The easiest way to do this is to go to
the Views menu and select Viewport Background.
Using
the settings above, the background of your perspective viewport will
show the ldr environment map. In this way, you will be able to see your
models relationship to the background in real time, and adjust camera
position accordingly.
One issue with hdri lighting is that when using a background scene
taken in full sun, the hdr lighting appears to be too dim. This is
caused by the fact that the sun is up to seventeen stops brighter than
the rest of the sky. It is extremely difficult to capture an hdri with
such a broad range of light. Another issue is that hdr images do not
cast hard shadows. Fortunately, there is a simple solution to both of
these issues, if you don't mind cheating a little. The use of a direct
light with a low multiplier and hard VRay shadows, positioned to match
the sun in the hdr image, will solve both issues with little effect on
the realism of the output. The hdr will still provide most of the
direct light and all of the reflected color from the image, and the
direct light will provide the hard shadows and the extra direct light
for added realism. In addition, you can use the Multiplier in the
VRayHDRI maps rollout to increase the level of light added by your hdr
map to the scene. I hope this is helpful. If you have any usage tips
that you think would add value to this tutorial, please email them to
info@hdrmill.com.
If you would like to add this tutorial to your website, please give us proper credit and a link to www.hdrmill.com. Thank you.
The Staff at HDR Mill.
+ نوشته شده در دوشنبه یکم بهمن 1386ساعت 1:58  توسط cracker
|
The applications of “Dosch Textures: Plants & Nature” ranges
from 3D-animation to the visualization of biological correlations,
detailed views in architecture and illustration to the creation of
complex scenes in movie- and entertainment-productions.Create
photorealistic visualizations of plants, trees and natural looking
surfaces. “Dosch Textures: Plants & Nature” contains a wide variety
of very highly detailed and realistic looking surfaces for one of the
hardest works in computergraphics - the visualization of plants and
nature objects.
Supported by these unique textures, you will be able to apply
absolutely authentic surfaces to your objects of grass, flowers,
complete plants and a large number of trees. Be inspired by the
possibilities you will get offered by this remarkable product.
Release info:
Craft Director Tools is a suite of plug-ins for Direct Animation
in Maya and 3ds Max. Direct animation is a ground breaking
animation discipline in which animators are given greater
precision and control. Objects and cameras are steered
manually in the 3D environment with the aid of such input
devices as a joystick or a 3D mouse.
A quantum leap is made with Craft Director Tools’ innovative
Record function, which works much like a video camera does
in real life - it records frame after frame in real time. During
recording, Craft Director Tools’ own physics engine and
mocap system simulate object and camera motion - dictated
in precise detail by user input. The result is that each
individual frame is turned into a keyframe. Object motion is
precise, realistic and instant.
Animators who use Craft Director Tools produce 4-5 minutes
of high quality animation per work day - this includes both
object and camera animation. Previously the best rate of
production has been around 2 seconds per work day. That’s
the difference that Craft Director Tools makes!
If you like this Plugin support developers …
+ نوشته شده در یکشنبه سی ام دی 1386ساعت 20:53  توسط cracker
|
This new version evolves the concept of working with edgeloops with
new tools such as CurveLoop, SpaceLoop, StraightenLoop, CircleLoop,
RelaxLoop,tools for moving and building in screenspace in PolyDraw,
advanced UVW Unwrap tools, new selection functionality and many fixes
throughout PolyBoost.
Sasquatch adds unrivaled hair and fur effects to LightWave 3D.
Under development for over 4 years, it’s now finally available to
all professional animators! The links on the left will guide you on a
full tour of its features.
Powerful: Sasquatch integrates its own photoreal hair
rendering engine into LightWave. Over 50 texturable controls give you
precise control over the style, color, and shading of fur and hair. Easy: You can set up and render a landscape or furry
creature in less than three minutes! Automatic fur styling makes
combing easy. Long hair modeling, styling, and animating is
straightforward because it uses the tools you already know! Download From Rapidshare
Lightwave 3D Plugin Sasquatch 1.8 UI 64-Bit Sasquatch Hair, Fur and Grass System
Dependable: We care about quality. We don’t ship
beta software and make you an unpaid software tester! You won’t waste
your time fighting with unreliable software.
Unmatched: Frankly, Sasquatch contains so many
abilities, it’s hard to compare it to other packages, since none has
the range of options Sasquatch offers. For quality, speed, versatility,
and reliability, Sasquatch is simply unrivaled.
Visit the links on the left to see a tour of Sasquatch’s features.
It will convince you that you need Sasquatch in your own artwork!
+ نوشته شده در یکشنبه سی ام دی 1386ساعت 20:51  توسط cracker
|
particleIllusion 3.0
our award-winning standalone particle effects application that enables
you to quickly and easily add a huge variety of particle effects to
your images, animation, or video. particleIllusion SE our low-cost introductory version of particleIllusion.
Emitters for Apple Motion
Using our years of particle system experience, we’ve converted over 300
of our particleIllusion SE effects to work inside Motion, using
Motion’s own particle system. The Professional Emitters
are a collection of 180 high-quality particle emitters for use in
particleIllusion 3.0.
DL from RS:
http://rapidshare.com/files/70215443/Particle_Illusion_3.02.rar
+ نوشته شده در یکشنبه سی ام دی 1386ساعت 20:49  توسط cracker
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RealFlow is the leading physical simulation tool for the 3D
industry. RealFlow is a stand-alone application that provides novel
fluid simulation technology alongside features like rigid and soft body
dynamics, waves etc. It gives a user unprecedented levels of control
over these effects via scripting, curve editing, powerful daemons all
of which are controlled and visualized in an intuitive user interface.
RealFlow interfaces with most industry standard 3D applications
including Maya, 3dsmax, Cinema4D, Lightwave, XSI.RealFlow
has been used for the production of spectacular effects in numerous
major movies. These include Primeval, 300, Meet the Robinsons, Poseidon, X-Men 3 (The last stand), Charlie and The Chocolate Factory, Lord of the Rings: The Return of the King, and Ice Age 2 (The Meltdown)
to name but a few. It has also been used to produce effects for
countless commercials and television products worldwide.
Particle Flow Tools is a set of operators and other software tools
created by the original author of Particle Flow for extending its
capabilities. Some of these are improved versions of the features in
Particle Studio, Atomizer, Glider and Spray Master plug-ins, while
others are brand new, designed to the specifications of top Hollywood
special-effects artists who use them in movie production. You can drop
the Particle Flow Tools plug-ins into your 3ds max installation and
instantly start using its powerful capabilities to organize and ease
your workflow, as well as create amazing particle effects that were
previously impossible or would have required extensive scripting. Particle Flow Tools consist of freeware and commercial software.
The commercial software is organized into Boxes.
Particle Flow Tools: Box#1
The plug-in extends the power of the original Particle Flow system with
14 new operators in three categories: Painting, Groups, and Utilities.
The Painting tools cause particles to emit from hand-specified parts of
objects, or based on animated textures. The Group tools let you create
specific subsets of particles and then apply commands to those
particles only. And Utilities covers a range of functionality for
optimization, managing Particle View, and even creating new particles
from preset shapes including alphanumeric characters and musical notes
(2D and 3D). more info…
Particle Flow Tools: Box#2
This plug-in is currently under development.
Particle Flow Tools: Box#3 Pro
As soon as the original Particle Flow for 3ds Max was released,
special-effects wizards started clamoring for more control over their
particle effects. Particle Flow Tools: Box#3 Pro is the answer to their
(and your) prayers, giving you ultimate power over your particle
system. Design your own operators and tests by combining 23 different
suboperators with the unique new Data Flow GUI. Mix and match data
types, access objects and other particle systems in the 3ds Max scene,
set up complex calculations with a few clicks: It’s all within your
grasp with Box#3 Pro! Also included are two powerful new Cache
operators and Display Data for monitoring your custom and other
operators. Don’t forget the icing on the cake: a variety of amazing
presets for using as is or customizing to your preferences. more info…
Particle Flow Tools: Freebies
An assortment of operators provided by Orbaz Technologies to Particle
Flow users that are available for free download. These include Camera
Culling, Camera IMBlur, Copy Out, Display Script, Stop, and Stop
Gradually. more info…
DL from Rapidshare:
http://lix.in/bcccc9
BUY:
http://www.orbaz.com
+ نوشته شده در یکشنبه سی ام دی 1386ساعت 20:47  توسط cracker
|
Orionflame 4 is the successor of the
acclaimed production-proven modeling toolset for 3ds max, featuring a
completely redesigned and rewritten core architecture, along with
several new powerful modeling tools.
DL from Rapidshare:
http://rapidshare.com/files/77203053/orionflame_4.rar.html
600 KB
+ نوشته شده در یکشنبه سی ام دی 1386ساعت 20:46  توسط cracker
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NodeJoe provides a clearly arranged graphical interface to create, analyse or modify materials and textures within 3dsmax™.
NodeJoe is intuitive and requires a minimal
training period to create complex materials with NodeJoe - without ever
loosing the general idea of your material.
The user interface of NodeJoe is very similar to 3dsmax™ to allow you to get started immediately! Keyboard shortcuts within NodeJoe are fully customizable via the 3dsmax™ “adjustment command promt” , allowing every user to define his own.NodeJoe is suitable for beginners and professionals at the same time:
Beginners are offered an easy introduction to the usage of materials within 3dsmax™ due to the clearly visible hierarchical structure.
Professionals will save time through the quick navigation and the direct access to the complete hierarchy and appreciate the permanent overview of all materials .
The complete tree of materials is zoomable and draggable - allowing you to continously navigate between a distant overview and a specific material.
The integrated automatic layout provides an overview of a complete tree of materials within seconds.
material tree from the file ‘Rabbit.max’
(sample provided by 3dsmax™) with
option ‘unused Slots’ switched on
(Screenshot Beta08)NodeJoe can get all materials of the scene
for you. This results, in combination with the automatic
layout-function, in a complete structured and well shaped graph of all
materials. You get an immediate overview, regardless of who has worked
with the materials of the scene before you.
All Nodes in the material tree of NodeJoe can be individually switched between a small and a big preview. Thus you can get a closer look at those parts that interest you without wasting space with less interesting aspects.
Unused material slots can be folded together to get a more clear view of your materials.
NodeJoe automatically supports any material that is compatible with 3dsmax™, thus all available third-party material-plugins will work.
The integration into the material framework of
3dsmax™ is done seemlessly - changes in NodeJoe are transferred
directly to 3dsmax™ and vice versa. This provides a synchronous
workflow between the extisting internal 3dsmax™ material editor and
NodeJoe.
Using drag’n'drop to exchange materials and textures between NodeJoe and the 3dsmax™ internal material editor, viewports, etc. is possible.
NodeJoe integrates the original parameters dialog of 3dsmax™ as well as its own internal material pool, so you can perform all operations directly inside NodeJoe - without the need to switch.
Additional windows are dockable
(Screenshot Beta08)
The additional windows are dockable as you want. You can easily customize NodeJoe to your needs - even if you are using multiple screens.
Materials and their layout are saved inside the 3dsmax™ file - even if they are not inside the material editor or used by another scene object.
Files made with NodeJoe can also be opened in versions of 3dsmax™ without NodeJoe - however materials that are not part of the material-editor nor on the scene are not visible.
NodeJoe has no limitation concerning the number of managed materials.
NodeJoe updates the concerning material previews
automaticaly on all parameter changes, regardless whether these changes
made in NodeJoe or the 3dsmax™ internal material editor.
NodeJoe exists as a 32bit version for 3dsmax™ 6, 7, 8 and 9 as well as a 64bit version for 3dsmax™ 9. Saved files are compatible between 32bit and 64bit versions, in so far as they can be opened with 3dsmax™ at all.
NodeJoe is implemented as an efficient native 32bit and 64bit respectively C++ 3dsmax™ plugin, no fancy script, thus it is fast and resource efficient.
More features are in progress and up for discussion within the forum
Dosch 3D Utility Vehicles , Dosch 3D Bathroom , Dosch Audio: Trailers - Music and Sounds
Dosch 3D comics , Dosch 3D Virtual Sets , Dosch 3D Medical Equipment
, Dosch 3D Antique Furniture , Dosch 3D Digital Beauties , Dosch 3D
Skyscrapers , Dosch 3D Packaging Design…
Autodesk® MudboxTM is the first
advanced, high resolution brush-based 3D sculpting software that is
built from the ground up to address the needs of the professional
digital sculptor.
Designed by production artists for production artists, Mudbox
introduces new ideas and combines familiar concepts in fresh ways to
offer a unique solution for high-end commercial modeling and
design.With its friendly interface, consistent structure, respect for
industry convention, and a “get it done” focus, Mudbox is quick to
learn and easy to use, integrating seamlessly with existing pipelines.
Digital artists with previous 3D experience are quickly productive in Mudbox with minimal or even no orientation.3D Layers.
Revolutionize the way you work. 3D Layers opens countless doors in your
sculpting workflow! Use 3D Layers to sculpt nondestructively, store
different detail passes, explore different design directions, build
libraries of facial morph targets, collaborate with other artists, and
do much more.
Asymmetrical Mirroring. Stop working on lifeless symmetrical models. Use Mudbox “Tangent Space” mirroring to mirror your brush strokes on asymmetrical and posed models.
Local Subdivision. Add detail where you need it, when
you need it, with Local Subdivision. Need to add more detail to your
creature’s face but don’t have enough RAM to subdivide the entire model
one more time? Not a problem; just locally subdivide the face area
using the Mudbox Local Subdivision feature.
High Quality Texture Baking. Extract displacement and normal maps between arbitrary meshes — use meshes with different topologies, UVs, vertex IDs! Output high quality 8, 16, and 32 bit maps.
Friendly, Efficient Interface.
Save production time and work more efficiently with the Mudbox
organized user interface and ‘get it done’ focus. Many CG artists have
told us Mudbox has virtually no learning curve! Try it out for yourself
Create Impressive Textures With MAXON’s BodyPaint 3D
Wouldn’t it be great if you could have all your favorite image
editing tools directly in a single 3D environment? Wouldn’t it be great
if they worked in conjunction with your 3D application rather than
against it? Well, that is exactly what BodyPaint 3D does!
Wave goodbye to UV seams, inaccurate texturing and constant
back-and-forth switching to your 2D image editor. Say hello to
hassle-free texturing that lets you quickly paint highly detailed
textures directly on your 3D objects.
Forget flat compromises and paint in three dimensions. BodyPaint 3D
offers the ultimate control over your textures with complete layers,
filters and tablet support - all optimized for working in 3D. With
BodyPaint 3D you can paint on up to ten channels with a single stroke,
so a single brush can define an entire material rather than a single
color. Plus, BodyPaint 3D’s exclusive RayBrushTM technology lets you view the results of your painting in real-time as a rendered image.
BodyPaint 3D’s Projection Painting tool makes distortion-free
painting a snap. This quick and easy tool lets you paint across UV
seams or even multiple objects. Even the most complex UV coordinates
can be tamed with the help of a complete suite of UV editing tools.
BodyPaint 3D includes three automatic UV unwrapping algorithms,
including the new Optimal Cubic Mapping system.
BodyPaint 3D was created for all 3D artists and includes free
plugins to exchange models and textures with popular 3D applications.
These plugins transfer models, textures and UVs between BodyPaint 3D
and many 3D applications, with no hassle at all.
Real-Time Animation Tools Using tools that are designed for non-technical artists,
you’ll get instant playback of character performances, alleviating the
need to preview or render your work. The real-time capabilities of
MotionBuilder makes it the character animation software of choice
whether for an individual artist, or as the animation backbone of a
large production pipeline.
Revolutionary Character Technology With its powerful full body FK/IK manipulation rig, Autodesk®
Motionbuilder provides powerful automated character setup, so you can
quickly setup a powerful rig, independent of your character’s size or
proportions. You can customize the look and feel of a character’s
manipulation rig easily, without the need for scripting or constraint
setups. You can also repurpose an animated motion from one character to
another with real-time motion retargeting.
Unified Non-Linear Editing Environment The story timeline for pre-visualization and layout saves even
more production time by allowing you to easily blend, edit and sequence
tracks composed of animations, cameras, digital video, and audio. You
can also make camera shot decisions and re-order and re-time your shots
“on-the-fly”, similar to traditional non-linear video editing.
FBX® Autodesk® MotionBuilder™ 7.5 natively supports FBX, a
platform-independent, high-end 3D authoring and interchange format. It
lets you acquire and exchange 3D assets and media from a wide variety
of sources quickly and easily. FBX is widely supported by the
industry’s leading software and hardware manufacturers and film studios.
Minimum System Requirements:
Software
Microsoft® Windows® XP Professional
Apple® Mac® OS X 10.3 or higher
MotionBuilder™ 7.5 requires one of the following browsers:
Microsoft® Internet Explorer®, Netscape®, Safari™ or FireFox™
Hardware
Intel® Pentium® III or higher, AMD Athlon™ processor, Macintosh® G4 or G5
256 MB RAM
CD-ROM Drive (DVD-ROM drive required for
additional Clip Art)