Академический Документы
Профессиональный Документы
Культура Документы
This five part series will focus on the topic of setting up a variety of
lighting rigs that reflect natural lighting at different times of the day and
manmade interior lighting. Each of the chapters will use the same base
scene as a starting point, and will show a step by step guide to finding
a lighting and rendering solution that best reflects the desired lighting
situation.
Sunset / Sunrise
Broad Daylight
creation.
(Fig.01)
Note that the systems unit setup is already
set to meters, and the rendering output size to
locked.
daylight system.
intensity.
Enable the final gather and open the material
editor (M).
Select the basic wall (pearl finish) material slot,
from the material editor.
This shader has the ambient/reflective
occlusion (3dsmax) applied to its diffuse toggle.
On the render setup dialog, open the
processing rollout and enable the material
override function.
Back on the material editor, drag and drop the
wall (pearl finish) onto the material override
toggle. Choose the instance copy method, on
the instance (copy) material dialog. (Fig.5)
function first.
The next step is to decrease the sky horizon
In the nonphysical tuning group, increase the
(Fig.08)
area.
again. (Fig.07)
windows size.
the skylight.
Since this mr sky portal is being created mainly
and Fig.10)
it. (Fig.11)
things).
(Fig.15)
render.
without artifacts.
beforehand.
unlock it.
dramatically.
Default 50.0 (Fig.21a and Fig.21b)
On the processing rollout, enable the
geometry caching function. When enabled, this
a render occurs.
Back on the indirect illumination rollout, pan
For faster render translations; simply lock
rollout.
gather points.
Click on the file toggle to set the name and
destination of the saved FG file. Save it in the
network preferably...as mentioned earlier. The
adjacent button(X) enables the user to delete
any existing file in the written destination.
Since we know the overall result of the render,
its wise to enable the calculate FG/GI and skip
final rendering function, if desired. This function
forces mental ray to compute the Fg process
only, skipping the rendering. Some users prefer
to see the final result.
Finally, click the generate final gather map file
now, to render. Or alternatively press shift + Q.
(Fig.22a and Fig.22b)
(Fig.25)
On common rollout set the final output size to
unmanageable numbers.
function.
Ensure that the include maps function is
click edit.
to be used.
(Fig.29a)
Net Render:
Ensure that all your files (FG; bitmaps; file
color white.
Photoshop
Photoshop is very powerful and useful when
color white.
dropdown list.
name field.
the selection.
The reflection of the environment on the mirror
brightness. (Fig.37)
dropdown list.
Add the curves adjustment layer by clicking on
preferably.
The value of 11.1 seemed to have worked best
While the selection is still on, save it by clicking
if desired.
the image.
additional depth.
its appearance.
brightness to +100.
Fig.40d)
prominence(X).
graded.
render layer.
if desired.
strokes.
document.
image.
Tutorial by:
Jamie cardoso
For more from this artist visit:
http://jamiecardoso-mentalray.blogspot.com/
Or contact them:
jamiecardo@hotmail.com
+ mental ray
This five part series will focus on the topic of setting up a variety of
lighting rigs that reflect natural lighting at different times of the day and
manmade interior lighting. Each of the chapters will use the same base
scene as a starting point, and will show a step by step guide to finding
a lighting and rendering solution that best reflects the desired lighting
situation.
Sunset / Sunrise
Broad Daylight
Coherent plan
Preliminary steps
Expectations, time and budget:
It is very important to have a clear
understanding and vision of the scope of work,
content and the final product expected by the
artist and/or client.
This often involves notes, sketches and/or
animatics of the entire project.
Choosing the most efficient and least
compromising approach to working is very
important when evaluating the time required
to deliver the final product. This process also
involves choosing the most appropriate and
adequate software for the project or creating
proprietary ones, if required!
All the above mentioned will ultimately
Composition
camera.
preferably (Fig.03)!
above mentioned!
Detail Modelling:
The use of references is very important when
selecting and/or modelling realistic objects.
Firstly, one should concentrate mainly on
detailing objects that are closer to the camera.
Objects in the distance will often look
acceptable with a simple nice texture and
bump/displacement applied to their respective
shaders. Its also vital to model/scale 3D objects
realistically. As mentioned earlier, setting up the
units scale is a good starting point.
Moreover, it is vital to look for references of
scale relationships between items in drawings
and photos and around you. The human eye
can inexplicably spot inaccuracies in scale
(Fig.04).
Importing/merging
3DModels
Proprietary Shaders
and Textures
unrealistically!
Arranging objects in
the scene
To help improve the scene composition further,
one should place some 3D objects randomly in
a subtle way.
For instance, having too many neatly and
symmetrically placed objects may give away
the CG scene. Essentially, in a fraction of a
second our eyes can assess that it is not a
natural occurrence, as in real life it would be
a mammoth and almost impossible task to
achieve such symmetry and neatness. So the
rule of thumb is to place objects in a natural and
realistic manner (i.e. cloth naturally draping on a
chair, subtle untidiness etc) (Fig.08).
times.
list (Fig.18).
the render.
the object.
viewport.
when used.
shade.
satisfied (Fig.29).
(Fig.40).
transparent surface!)
object 2847).
(Fig.55).
29 - To begin addressing its physical properties,
we are going to do the following:
- Apply a basic Pearl Finish shader with the
glossiness (Fig.56).
values etc.
relevant object.
the AO.
1(same as rendering).
applied.
chairs in scene.
Lighting
a photo reference).
materials, etc.
your scene.
the creation.
sky multiplier.
Modify command.
- In the mr sky parameters group, increase
dispersion.
Then test render the scene with FG
render again.
scene further.
scene.
background/environment components
Click and drag the target light from the
Click on the render preview button, to see
the results.
create it (Fig.93).
(Fig.94).
(Fig.100 102).
results.
image file.
textures.
choices.
68 - The next step is to apply the appropriate file
to the Chrome/Mirror toggle.
values as desired.
beforehand.
reuse it.
been addressed.
114).
maps.
Caching) rollout.
- Change the Final Gather Map type to
rendering.
- Finally, click the Generate Final Gather Map
File Now, to render. Or alternatively pres
Shift + Q (Fig.115 and 116).
(Fig.127).
(Fig.128 129).
Mitchell.
file format.
83 - On the Renderer rollout, increase the
135).
machines to be used.
prompted.
render (Fig.133).
re-render.
143).
91 - The next step is to emulate the Bloom
camera effect. Note that this effect could
have been easily achieved with mental
ray however, we have decided to do it in
Photoshop, as it gives us the flexibility to
quickly edit/choose the areas affected by
this effect.
- Open the Channels dialog and press Ctrl
+ left click on the Alpha layer to select its
pixels. Note that, the alpha channel came
layer.
(Fig.153 154).
from Photoshop.
Viktor Fretyn
Textures Supplied by:
Jamie cardoso
For more from this artist visit:
http://jamiecardoso-mentalray.blogspot.com/
Or contact them:
jamiecardo@hotmail.com
+ mental ray
This five part series will focus on the topic of setting up a variety of
lighting rigs that reflect natural lighting at different times of the day and
manmade interior lighting. Each of the chapters will use the same base
scene as a starting point, and will show a step by step guide to finding
a lighting and rendering solution that best reflects the desired lighting
situation.
Sunset / Sunrise
Broad Daylight
conditions, to cross-reference.
chandelier.
renders.
10.0.
- Finally, change the Physical scale to
Unitless, and set it to 120000.0. Note that,
the gamma settings are already set to 2.2.
render.
Accept any missing map coordinates (Fig.06).
function.
- Once disabled change it back to
Environment type and select Screen from
list.
Increase the V offset value to 0.93 and the
(Fig.21 22).
Compositing in
Photoshop
Photoshop will be used mainly to increase the
brightness of the image and to color grade it.
22 - Open the Final Render_Bright_overhead_
lighting.tga in Photoshop.
23 - First, duplicate the Background layer and
name it render. Also, change its color to
red. It is common practice not to work on the
working document.
42).
44).
desired.
Viktor Fretyn
Textures supplied by:
Jamie cardoso
For more from this artist visit:
http://jamiecardoso-mentalray.blogspot.com/
Or contact them:
jamiecardo@hotmail.com
+ mental ray
This five part series will focus on the topic of setting up a variety of
lighting rigs that reflect natural lighting at different times of the day and
manmade interior lighting. Each of the chapters will use the same base
scene as a starting point, and will show a step by step guide to finding
a lighting and rendering solution that best reflects the desired lighting
situation.
Sunset / Sunrise
Broad Daylight
the Create command and select the Lights set. Zoom in close to the lamp
shade area in the front viewport; choose the Target Light type, followed by
rollout, decrease its disc radius to 0.23. Do a test render to see the
changes (Fig.02).
Now that its target is set (i.e. downwards), disable it to facilitate moving
The render is very dark now. To begin brightening up the scene, we are
the light around the scene. In the Shadows group, change it to Ray
Traced Shadows, as it works best with mental ray. Change the Selection
its parameters.
07b).
12b).
Refraction group.
(Fig.17).
Files (Fig.19).
renderer parameters.
22b).
Compositing in
Photoshop
brighter areas.
(Fig.23a).
(Fig.25).
Adjustment Layer.
by clients (Fig.28).
Viktor Fretyn
Textures supplied by:
Jamie cardoso
For more from this artist visit:
http://jamiecardoso-mentalray.blogspot.com/
Or contact them:
jamiecardo@hotmail.com
+ mental ray
This five part series will focus on the topic of setting up a variety of
lighting rigs that reflect natural lighting at different times of the day and
manmade interior lighting. Each of the chapters will use the same base
scene as a starting point, and will show a step by step guide to finding
a lighting and rendering solution that best reflects the desired lighting
situation.
Sunset / Sunrise
Broad Daylight
(Fig.8c).
FG map (Fig.10).
Files (Fig.11).
button.
Compositing in
Photoshop
In the following exercise, Photoshop will be
mainly utilized to color grade and to adjust the
levels.
Open Light_Night-Time_tvlit_ Low_Level in
Photoshop. Duplicate the Background layer and
name it Render. In addition, change its color
to red. It is recommended not to work on the
original layer. Changing the color of the layer
often helps to distinguish layers at a later stage.
To adjust the brightness simply add the Curves
Adjustment Layer by clicking on its button
brighter areas.
effect (Fig.14).
by clients.
Viktor Fretyn
Tutorial by:
Jamie cardoso
http://jamiecardoso-mentalray.blogspot.com/
Or contact them:
jamiecardo@hotmail.com
image (Fig.16).