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نوشته شده در دوشنبه یکم بهمن 1386

Setting up a background image



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 1386 ساعت 2:22 توسط cracker |
نوشته شده در دوشنبه یکم بهمن 1386

Creating 3dsmax Clouds



 

Introduction:



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 1386 ساعت 2:15 توسط cracker |
نوشته شده در دوشنبه یکم بهمن 1386

Using HDRI Maps with V-Ray and 3ds Max



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.


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Using HDRI Maps with V-Ray and 3ds Max



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 1386 ساعت 1:59 توسط cracker |
نوشته شده در دوشنبه یکم بهمن 1386

Using HDRI Maps with V-Ray and 3ds Max



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 1386 ساعت 1:59 توسط cracker |
نوشته شده در دوشنبه یکم بهمن 1386

Using HDRI Maps with V-Ray and 3ds Max



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 1386 ساعت 1:58 توسط cracker |
نوشته شده در دوشنبه یکم بهمن 1386

Using HDRI Maps with V-Ray and 3ds Max



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 1386 ساعت 1:58 توسط cracker |
نوشته شده در دوشنبه یکم بهمن 1386

Using HDRI Maps with V-Ray and 3ds Max



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 1386 ساعت 1:58 توسط cracker |
نوشته شده در دوشنبه یکم بهمن 1386

Using HDRI Maps with V-Ray and 3ds Max



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 1386 ساعت 1:58 توسط cracker |
نوشته شده در دوشنبه یکم بهمن 1386

Using HDRI Maps with V-Ray and 3ds Max



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 1386 ساعت 1:58 توسط cracker |
نوشته شده در دوشنبه یکم بهمن 1386

Using HDRI Maps with V-Ray and 3ds Max



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 1386 ساعت 1:58 توسط cracker |
نوشته شده در دوشنبه یکم بهمن 1386

Using HDRI Maps with V-Ray and 3ds Max



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 1386 ساعت 1:58 توسط cracker |
نوشته شده در دوشنبه یکم بهمن 1386

Using HDRI Maps with V-Ray and 3ds Max



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.


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Download Over 2000 Photoshop Plugins

The picture above is just a small collection. Its totally more than 2000 PS Plugins

DL from Rapidshare:
http://rapidshare.com/files/63711962/Plugins.zip

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Structure as Architecture

A Source Book for Architects and Structural EngineersStructure as Architecture : A Source Book for Architects and Structural Engineers

DL from Rapidshare:
http://rapidshare.com/files/75182503/Structure_Architecture.rar

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FXhome VisionLab Studio Pro 10 FULL + 232 FX

FXhome VisionLab Studio Pro 10 FULL + 232 FX

 

VisionLab Studio combines compositing tools, CG effects engines and digital color grading

to form a powerful post-production toolkit. A full commercial license and enhanced features make

this ideal for low-budget professionals.

 

Download from rapidshare

http://rapidshare.com/files/24036438/FxVLSP_10.01.rar

 

 

 

 

Buy

Official site:
http://fxhome.com/visionlab/

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DOSCH Textures: Plants and Nature

DOSCH Textures: Plants and Nature

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.

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CRAFT DIRECTOR TOOLS V8.1.1 FOR 3DS MAX AND MAYA

CRAFT DIRECTOR TOOLS V8.1.1 FOR 3DS MAX AND MAYA

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.

Download Mirrors:

download from www.rapidshare.com
download from www.depositfiles.com
download from www.megaupload.com
download from www.filefactory.com
download from www.zshare.net
Password: BlueBeta3D

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.

http://www.craftanimations.com/images/car_extended_details.gif

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!

http://www.craftanimation.com/images/2wheelerExt_automode.jpg

If you like this Plugin support developers …

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CG Arena Volume 2 Issue 7 December 2007 - January 2008

So the new issue wright here in CG PERSIA:

DL from Rapidshare:
http://rapidshare.com/files/76677903/cgarena_dec-jan08_mag.zip

DL from Depositfiles:
http://depositfiles.com/files/2716015

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Download Polyboost v3.0

 

Version 3.0 of PolyBoost has now been released!

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.

Check out the preview video here.

DL fromRapidshare:
http://rapidshare.com/files/77201611/PoolyBoost_3.0.rar.html
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Lightwave 3D Plugin Sasquatch 1.8 UI 64-Bit Sasquatch Hair

Lightwave 3D Plugin Sasquatc

RAR | 3 model videos + Plugin | 7.28 Mb

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

plugin + Model Videos

http://rapidshare.com/files/71558304/LW3DpluginSasqatch64-Bit.rar
Mirror -> Depositfiles

 

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!

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Download Particle Illusion 3.02

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
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Nextlimit Realflow 4.3.6

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.

DL Torrent:
http://btjunkie.org/torrent/download.torrent

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Particle Flow Toolbox 1, 3pro and Freebie

Particle Flow Tools

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:

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BUY:
http://www.orbaz.com

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Download Orionflame v.4

http://pixhost.eu/avaxhome/gfxworld/2007-09-19/G02.jpg

Orionflame v.4

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

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NodeJoe Public Beta 0.862

Schematic Material Editor for 3dsmax

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

DL NodeJoe 3dsMax9 32:
http://www.nodejoe.com/downloads/NodeJoe_0862a_Beta_for_3dsmax9_32_install.exe

DL NodeJoe 3dsMax9 64:
http://www.nodejoe.com/downloads/NodeJoe_0862a_Beta_for_3dsmax9_6
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Download Greatest Dosch Collection

http://i18.tinypic.com/401fnvc.jpg

Amazing collection just see content

Content:

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…

And much much more …

Dosch 3D Utility Vehicles:

Code:

 

http://rapidshare.com/files/31172358/D3D-UV.part01.rar.html

http://rapidshare.com/files/31173485/D3D-UV.part02.rar.html

Dosch 3D Bathroom and Spa

Code:

 

http://rapidshare.com/files/31175088/D3D.BthrmSpa.zip.html

Dosch Audio: Trailers - Music and Sounds

Code:

 

http://rapidshare.com/files/31177245/DA.TrailerMusic_Sounds.part1.rar.html

http://rapidshare.com/files/31177773/DA.TrailerMusic_Sounds.part2.rar.html

Dosch 3D comics

Code:

 

http://rapidshare.com/files/31180037/D3D.Comics.V.1.rar.html

Dosch 3D Virtual Sets

Code:

 

http://rapidshare.com/files/31189596/D3D_VS.part1.rar.html

http://rapidshare.com/files/31192751/D3D_VS.part2.rar.html

Dosch 3D Medical Equipment

Code:

 

http://rapidshare.com/files/31193854/D3D-MedEq.rar.html

Dosch 3D Antique Furniture

Code:

 

http://rapidshare.com/files/31195645/D3D-AntqFurn.part1.rar.html

http://rapidshare.com/files/31196757/D3D-AntqFurn.part2.rar.html

Dosch 3D Digital Beauties

Code:

 

http://rapidshare.com/files/31197863/D3D-DigBeau.rar.html

Dosch 3D Skyscrapers - Obj only for now

Code:

 

http://rapidshare.com/files/31198647/D3D-Skyscprs-obj.rar.html

Dosch 3D Packaging Design

Code:

 

http://rapidshare.com/files/31199931/D3D-PckgDgn.rar.html

Dosch 3D Humans

Code:

 

http://rapidshare.com/files/31202020/D3D-Hum.part1.rar.html

http://rapidshare.com/files/31204201/D3D-Hum.part2.rar.html

http://rapidshare.com/files/31206466/D3D-Hum.part3.rar.html

http://rapidshare.com/files/31207639/D3D-Hum.part4.rar.html

Dosch 3D Furniture 2.0

Code:

 

http://rapidshare.com/files/31216671/D3D-Furn2.0.part01.rar.html

http://rapidshare.com/files/31219509/D3D-Furn2.0.part02.rar.html

http://rapidshare.com/files/31222232/D3D-Furn2.0.part03.rar.html

http://rapidshare.com/files/31223011/D3D-Furn2.0.part04.rar.html

Dosch 3D Landscapes

Code:

 

http://rapidshare.com/files/31225753/D3D-Lndscp.part01.rar.html

http://rapidshare.com/files/31228613/D3D-Lndscp.part02.rar.html

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Baumaterialien V.2

Code:

 

Product Info

http://www.doschdesign.com/pdfoverviews/DT-BMV2_pdf.pdfGet it here:

http://rapidshare.com/files/31568348/DT_bau_mat_V2.part01.rar

http://rapidshare.com/files/31583008/DT_bau_mat_V2.part02.rar

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http://rapidshare.com/files/31732412/DT_bau_mat_V2.part13.rar

http://rapidshare.com/files/31733055/DT_bau_mat_V2.part14.rar

Dosch Carpets:

Code:

 

http://rapidshare.com/files/31573386/DT_Carpets.part01.rar

http://rapidshare.com/files/31588605/DT_Carpets.part02.rar

http://rapidshare.com/files/31599935/DT_Carpets.part03.rar

http://rapidshare.com/files/31734920/DT_Carpets.part04.rar

http://rapidshare.com/files/31736798/DT_Carpets.part05.rar

http://rapidshare.com/files/31738509/DT_Carpets.part06.rar

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http://rapidshare.com/files/31912885/DT_Carpets.part18.rar

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http://rapidshare.com/files/31917708/DT_Carpets.part20.rar

http://rapidshare.com/files/31918522/DT_Carpets.part21.rar

Dosch Floor Pro

Code:

 

http://rapidshare.com/files/31961970/DT_Floor_Pro.part01.rar.html

http://rapidshare.com/files/31965064/DT_Floor_Pro.part02.rar.html

http://rapidshare.com/files/31968233/DT_Floor_Pro.part03.rar.html

http://rapidshare.com/files/31971279/DT_Floor_Pro.part04.rar.html

http://rapidshare.com/files/31974671/DT_Floor_Pro.part05.rar.html

http://rapidshare.com/files/31978189/DT_Floor_Pro.part06.rar.html

http://rapidshare.com/files/31981759/DT_Floor_Pro.part07.rar.html

http://rapidshare.com/files/32087822/DT_Floor_Pro.part08.rar.html

http://rapidshare.com/files/32090440/DT_Floor_Pro.part09.rar.html

http://rapidshare.com/files/32093313/DT_Floor_Pro.part10.rar.html

http://rapidshare.com/files/32094213/DT_Floor_Pro.part11.rar.html

Construction XT

Code:

 

http://rapidshare.com/files/31578010/DT_Const_XT.part01.rar.html

http://rapidshare.com/files/31580353/DT_Const_XT.part02.rar.html


http://rapidshare.com/files/31591556/DT_Const_XT.part03.rar.html


http://rapidshare.com/files/31603043/DT_Const_XT.part04.rar.html


http://rapidshare.com/files/32111578/DT_Const_XT.part05.rar.html


http://rapidshare.com/files/31759823/DT_Const_XT.part06.rar.html


http://rapidshare.com/files/31762258/DT_Const_XT.part07.rar.html


http://rapidshare.com/files/31764808/DT_Const_XT.part08.rar.html


http://rapidshare.com/files/31767647/DT_Const_XT.part09.rar.html


http://rapidshare.com/files/31770501/DT_Const_XT.part10.rar.html


http://rapidshare.com/files/31773847/DT_Const_XT.part11.rar.html


http://rapidshare.com/files/32118503/DT_Const_XT.part1

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MudBox 1.07 Professional With Textures Pack


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

DL from Rapidshare

Mudbox:
http://rapidshare.com/files/66609953/AUTODESK_MUDBOX_PRO_V1.0.7.rar.html

Mudbox TexturesPack:
http://rapidshare.com/files/66691826/mudbox_Textures.rar.html

59 MB

Buy:
http://www.mudbox3d.com/

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Bodypaint 3D 3.11 and Plugins

http://plugins3d.com/images/bodypaint_neutral_s_jpg.jpg

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.

http://www.dimagemaker.com/ktml2/images/uploads/3d/maxon/bpr3.jpg

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.

http://www.3dyanimacion.com/Analisis/bodypaint2_archivos/001c.jpg

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.

http://www.3dyanimacion.com/Analisis/bodypaint2_archivos/003b.jpg

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.

Screenshot

DL from Rapidshare:
http://rapidshare.com/files/77241230/BP3D_3111.rar.html

BUY:
ww.maxon.com

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Autodesk MotionBuilder 7.5 Extension1

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.
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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)
  • OpenGL® graphics card with 32 MB RAM
  • 600 MB of hard disk space

DL from Rapidshare:
http://lix.in/464686
http://lix.in/7ed508

Buy:
www.autodesk.com
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