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The following news articles are geared toward students and other professionals.
3ds Max
Photorealistic rendering with Vray or mental ray Print E-mail
Thursday, 23 May 2013 05:57


3D Image created and rendered whilst at Glass Canvas Productions



Lighting a scene realistically is one the most challenging aspects of producing photorealistic renders.

The following article will focus mainly in easy techniques to help users achieve acceptable results, even when working on relatively bare/simple scenes.  

One of the preliminary steps often taken to light up a scene realistically, is to create a clear definition between dark and bright areas: Depth.  

To achieve this, simply ensure that, there’s enough distance between each light in the scene.
Also, test render the effect of each light created, especially when a key parameter is changed.

In mental ray- It’s common practice to create photometric Target lights in the Left or Front viewport to set its directional point (e.g. downwards). 






Once the first light had been created, go to the Modify command panel and set its shadow type to Ray Traced Shadows, to enable mental ray to trace shadows more accurately.
Also, the distribution type is often set to photometric web, followed by locating and choosing the appropriate IES web file.   

Once the light is created, one should remember to disable the Targeted function. This action will later prove crucial when copying /instancing lights across the scene.    






While it may take slightly longer to render, soft shadows are commonly used to make the renders look more realistic. To create soft shadows simply scroll down to the Shape/Area shadows rollout parameters and change the Emit light from (shape) to Disc type.
Its Radiuscontrols the shadows’ softness: Sharp shadows= low values; Soft shadows= high values.





To control its intensity, simply open the Intensity/Color/Attenuation rollout, and pan down to Dimming group, followed by enabling the Resulting Intensity and increasing its value.  





Test render each value tweaked to achieve the desired result.

To quickly test render, one can simply use a white override material (with its reflectivity set to 0.0)  for the sole purpose of creating the correct amount of depth in scene (e.g. dark and bright areas of the scene).
To use any specific IES light, one can choose from any of the pre-defined (Select Template)list; or by loading it from the Distribution (Photometric) rollout toggle. One can preview the IES physical distribution From the Open a Photometric Web filedialog and/or from the Distribution (Photometric) thumbnail.  







Furthermore, users can also decrease the image Sampling Quality and the overall render settings to speed up the test rendering process. 






The idea behind this technique is to prevent users from spending too much time test rendering the lights with all the materials and reflections enabled. 
 Once satisfied, simply begin to copy (instances), test render and place the lights accordingly in the scene.  







In Vray- Users often open the Create command panel and choose VRay from the drop down list. 





Next, one can create the VRayIES light by simply selecting its respective button first, followed by clicking on the VRayIESbutton next. Finally click in the Left or Front viewport, and drag its target downwards to create it.

Once the target of the light is set, go to the Modify command panel and disable its targeted function. As mentioned earlier, this action will enable the user to easily copy/instance lights across the scene.  





Next, locate and load the appropriate IES light file by clicking on its toggle. To preview the IES web file in the viewport, one can simply create a default Max photometric light, turn it off and use its Distribution (photometric web) rollout for the sole purpose of previewing the IES web file inside 3Ds Max.
Alternatively, one can use the IES generator software.     
To help pick up tiny shadows (e.g. grass, etc.), one should reduce the shadow bias values.  





As mentioned earlier, while soft shadows may increase the render times slightly it will also help make the renders more realistic.

To enable soft shadows with VRayIES lights, simply do the following:
Open the notepaddialog by typing in the word notepad, on the windows start up text field. 




Next, locate the relevant IES file in your computer folder, followed by dragging and dropping it into the notepad dialog. Its numerical values should appear.
To soften the shadows, one should only change three of its values. These values are often the three zeros that appear after the numbers 1, 1 and 2.   




Change those three zeros to 0.5; 0.5 and 0.5.
It’s worth noting that, the suggested values work well for my scenes. However, feel free to experiment with different values, if desired. 






To control its intensity, simply increase its power values.  




As mentioned earlier, users should test render each value tweaked to achieve the desired result.
As in mental ray, one can also use a white override VRay material (with its reflectivity set 0.0) for the sole purpose of creating the correct amount of depth in scene (e.g. dark and bright areas of the scene).




To further decrease the rendering times whilst test rendering the lights in Vray, simply decrease the    Sampling Quality and the overall render settings.  







As previously mentioned, the idea behind this technique is to prevent users from spending too much time test rendering the lights with all the materials and reflections enabled. 

Once satisfied, simply begin copying, test render and place the lights accordingly in the scene.  
  




Test rendering each light created with Vray or mental ray will enable users to preview their effect in the scene, and subsequently tweak them further, if necessary; thus preventing the common mistake of overexposing/scorching the 3D scene with too many lights, and/or having the lights too close from one another. 
It’s worth noting that, prior to lighting up a scene, most materials and their basic parameters (e.g. UVW Mapping, etc.) should be applied to their respective objects first.         

While creating the correct amount of depth in scene will help make the renders more believable, the light colours will also prove even more crucial in achieving that ultimate photorealistic look.
The following examples will help demonstrate how to quickly apply realistic colours of a photo to a light source in both Vray and mental ray.

In addition to applying IES lights to a scene, one can make the renders look more realistic by picking colour/s of a real photo reference.
To do so, first load the relevant photo in the scene. 




Next, select a light and open the Modify command panel.

In mental ray, scroll down to the Intensity/Colour/Attenuationrollout.

Click and hold the Filter Color swatch.  Its Color Selector: Filter Color dialog should appear.

Click on its sample screen colour button and pick any part of the loaded photograph. To mix colours, simply hold down the Shiftkey and continue picking 






In Vray, scroll down, followed by selecting and holding its Color swatch to enable the Color Selector: Filter Color dialog. 

Click on its sample screen colour button and pick any part of the loaded photograph. To mix colours, simply hold down the Shift key and continue picking.  




In addition to picking and using the colours of a real photo, production companies also use a blurred version of the same photo as light source to help make the render more realistic.
It’s worth noting that, while this methodology is utterly effective, it also increases the rendering times slightly.


In mental ray, to create the additional light/s with a blurred map, simply create a new spherical photometric light using some of the techniques covered earlier.

To change the light to Uniform Spherical, simply open the Modifycommand panel and expand its General Parameters rollout.

In the Light Distribution (Type) group, choose the Uniform Spherical from its drop down list.             This   light distribution type will provide users with the numerical value to be added later in the mental ray Light shader.    

Next, scroll further down to the mental ray Light Shader rollout and enable its function.
Please note that once this function is enabled; all the default light parameters are automatically switched off. So even when the light is physically turned off the light shader parameters will still effect in the scene.
To disable it, simply uncheck the Enable function. 


   
To plug a light shader, simply click on its toggle, and double click on the Light point type to choose it from the Material/map Browserdialog list. 




To view its parameters, open the Material Editor dialog first by pressing the M button.
Next, drag and drop the light shader toggle into an empty material editor slot; followed by choosing the Instance type, from Instance(copy) Map dialog.   Its parameters should appear on the material editor dialog. 




Most of its parameters are self-explanatory. Before plugging a blurred map to its Color toggle, enable the Shadows and the Attenuation function.

The Attenuation function determines the furthest distance of the light source from its original point.

The Attenuation Start value should always be 0.0, unless there’s a specific requirement. 

Users often use the Radiusvalues from the Shape/Area Shadowsrollout parameters to preview the Attenuation End value in the viewport, without having to test render.

VRay users can also use this value to preview the size of the light source; followed by turning it off once satisfied.

When using light sources to cast colours of a real photo onto surfaces, users should always place the light/s in a position where it will affect as many surfaces as possible.
For instance, in an interior scene it’s common practice to place the light between the floor and ceiling of each floor. In addition, the light should be slightly dimmed to prevent bleaching areas of the scene.

Its sole purpose should be to create colour variations in the scene with a faint brightness; and to also break up even specular patterns. 






Next, locate the relevant blurred image and load it in the Color toggle. When possible, always use an HDR (high dynamic range) spherical panoramic image. If the shot happens to be a photomontage, one should seriously consider taking a panoramic photo of the environment in question.  
Otherwise, one can simply use a standard non panoramic blurred JPEG image.

To blur an image, simply open it Photoshop and use the Gaussian Blur filter. The reason for blurring an image is to avoid having very well defined colour patterns, sharp shadows and increased rendering times.  









Once the image is loaded, if the original bitmap is panoramic, change its Coordinates parameters to Environment type, and the mapping to Spherical Environment.
In addition, one can also decrease or increase its default Blur values to about 100. Blurring it to 100 will decrease the rendering times dramatically.  

Loading a sharp image and blurring it in 3ds Max with the Blur function will never yield good results. The rule of thumb is to load a pre blurred image and blur it further in Max to 100, if necessary. 





To control image intensity, simply scroll down and open its Outputrollout parameters.
Also, increase its RGB Level value accordingly by test rendering with the Material Overrideenabled.  





To clearly see the immense benefits of this methodology, the following images will depict examples of a very simple scene lit without a mapped image, with a mapped image, with an additional IES light source and an IES light on its own.     









In Vray, to create a spherical light, one is required to first create a sphere primitive, with the desired proportions. 





Next, create a VRayLightobject using some of the steps covered earlier. Open its Modify parameters and choose the Mesh type from its dropdown list.  This light type will allow the user to plug a blurred image to its toggle. See fig. 41 and 42    






Scroll down to its Options group and enable the following options:

Cast shadows

Invisible- This function will make the light object invisible to the camera

Store with Irradiance map- When using the light source as Mesh, the rendering times will increase dramatically. Enabling this function will help reduce the rendering times massively. Otherwise, one can disable it. 
This function will only work if the Irradiance map is being used in the V-Ray:: Indirect Illumination (GI)rollout parameters.  For this reason, the Irradiance map parameters should be set above the minimum required.

Affect reflections- This function is often disabled to prevent having the light being visible in reflections.
While the above mentioned settings often work well in my scenes, feel free to try different ones, if desired. 





Scroll further down to the Texture group, and load the desired image in its toggle as previously covered. 





To view its parameters, simply open the Material Editor (M) first, followed by dragging and dropping the toggle into an empty material editor slot.                                                                                               Choose the Instance copy method.   Use similar parameters to the ones covered earlier. 







Also, if necessary use the Cropping/Placement handles to choose specific areas of an image to be used as a light source. 






Finally, scroll further down to the Mesh light options and select its toggle, followed by picking the relevant mesh in the scene. Its intensity can be controlled through the image’s RGB Level value, or/and from the light’s Physical Multiplier value. 







All the spherical lights depicted in the 3D scene below, were created using the techniques highlighted earlier, for VRay and mental ray

 




To implement the same technique to emulate interior studio lighting or a light being emitted from a self-illuminated display screen, simply create a VRayLight object.  




To control its physical size, open the Modify command panel, scroll down to the Size group and tweak with its Half-lengthand Half-width values.  





To plug an image to the light, scroll down to the light’s Texture group and click on its toggle to enable the Material/Map Browserdialog.  






In mental ray- To emulate a similar effect in mental ray (e.g. Interior studio lighting or a light being emitted from a self-illuminated display screen), simply create a mr Sky Portal object. 






To control its size, open the Modify command panel, scroll down to the Dimensions group and tweak with its Length and Width values. 






 The mr Sky Portal is set to Use existing Skylight by default. This option only works when a Skylight object is already in the scene. The mr Sky Portal helps to re-direct the Skylight rays through where the mr Sky Portalis positioned (e.g. through open windows, etc). 

To use the mr Sky Portal for interior scenes, one is required to enable the Custom function first, and click on its toggle; followed by double clicking the Gamma & Gain shader from the Material/Map Browser dialog list. 








To edit the Gamma & Gain shader, simply open the Material Editor first, followed by dragging & dropping it onto an empty material editor slot. In the Instance (Copy)dialog, choose the Instance method and OKto close it.   








Its parameters should load up. To plug a texture/HDRI simply click on the Input toggle and locate the relevant image.

Its multiplier value can be controlled through the Gain (multiplier) values; or through the image’s RGB Level as previously shown.  In addition, one can also use the mr Sky Portal’s On Multiplier value (1.0 by default) to help bump up the intensity of the light.  
      
The Reverse gamma correction (De-Gamma) function is enabled by default; which means brighter values are equivalent to high negative values. To reverse this, simply disable it.
One can also control the Gamma values of the image by tweaking with the Gamma values.   See fig. 57 and 58





All the rectangular lights depicted in the 3D scene below, were created using the techniques highlighted earlier, for Vray and mental ray.

To emulate the Paylessself-illuminated display screen on the right hand side; I have simply created an object with a Paylessself-illuminated bitmap assigned to the object, and placed a rectangular light in front of it to emit rays of the same image using the techniques covered earlier.  






Finally, one can also use the same approach with Skylight objects, when creating external shots.
In mental ray:When using the Daylight System, users often disable the Skylight option and create a separate Standard one.

The Standard Skylight object provides users with the flexibility to independently plug custom shaders, colours and images to its toggle. 









Alternatively, users can enable the Use Scene Environment option, to extract the sky data from the Environment Map toggle (press 8 to bring up its dialog).  
For Photomontages and film shots, users often plug the Environment/Background Switcher shader to its Environment Map toggle.  





For further information about this shader, please check this useful article HERE.

In Vray- Users are simply required to create a standard VRayLight object as previously shown, and change its Typeto Dome.  Dome light is equivalent to Skylight object.

As with most VRay lights, users can control its intensity with the Multiplier values. 
To plug an image, scroll down to its Texture group and click on its toggle to bring up the Material/Map Browser dialog. Often some users apply a standard image; and most professionals prefer to use the VRayHDRI shader. 










To edit the VRayHDRI parameters, first open the Material Editor (M), followed by dragging and dropping it from the Texture toggle onto an empty material editor slot.                                                        Choose the Instance method. 







Once the VRayHDRIparameters are loaded, click on its Browsebutton to locate and pick the relevant HDRI file. 






While the Skylight shadows should yield diffused results, some users prefer to turn off the VRaySunobject and use the Dome light to generate both direct and indirect shadows (e.g. diffused shadows).  

Most HDR images come with a reflection image (e.g. sharp), and the environment image (e.g. blurred to emit diffused light). To generate both direct and indirect shadows, one is required to use a sharp HDRI.
Users often tweak with Horiz. rotation and Vert.rotationvalues to control its position in the Material Editor slot thumbnail.    

Also, the Overall mult. value will help control the brightness of the light/scene.
Depending on the results intended, most users choose the Map type to be a Spherical environment.          For acceptable results, one is required to have the Irradiance map and the Light cache parameters very high.  




Furthermore, one should copy and paste/ instance these VRayHDRI parameters into the Environment Map toggle.  
To override either the GI Environment (diffused light) or what’s being reflected in the scene Environment Map toggle; one should open the Render Setup (F10). In the V-Ray tab, expand the V-Ray:: Environment  rollout and use one or both of its  parameters(e.g.  GI Environment (skylight) override and/or the Reflection/refraction environment override).   






Once the lights and colours have been signed off, one can then disable the material override to finalize tweaking the materials/ reflections/glossiness, and perhaps fine-tune minor light settings (e.g. boost up or decrease certain values).   

The images below depict some of many results with Vray and mental ray produced whilst using the techniques covered in this article. 




3D Image created and rendered whilst at GMJ  design ltd 
  


3D Image created and rendered whilst at GMJ  design ltd



I hope you have found this article interesting!


For more detailed step by step information about this subject, please check this post HERE, about 
Crafting 3D Photorealism: Lighting workflows in 3Ds Max, VRay and mental ray 
 .




Also check:







 
Photorealistic rendering with Vray or mental ray Print E-mail
Tuesday, 21 May 2013 00:02


3D Image created and rendered whilst at Glass Canvas Productions



Lighting a scene realistically is one the most challenging aspects of producing photorealistic renders.

The following article will focus mainly in easy techniques to help users achieve acceptable results, even when working on relatively bare/simple scenes.  

One of the preliminary steps often taken to light up a scene realistically, is to create a clear definition between dark and bright areas: Depth.  

To achieve this, simply ensure that, there’s enough distance between each light in the scene.
Also, test render the effect of each light created, especially when a key parameter is changed.

In mental ray- It’s common practice to create photometric Target lights in the Left or Front viewport to set its directional point (e.g. downwards). 






Once the first light had been created, go to the Modify command panel and set its shadow type to Ray Traced Shadows, to enable mental ray to trace shadows more accurately.
Also, the distribution type is often set to photometric web, followed by locating and choosing the appropriate IES web file.   

Once the light is created, one should remember to disable the Targeted function. This action will later prove crucial when copying /instancing lights across the scene.    






While it may take slightly longer to render, soft shadows are commonly used to make the renders look more realistic. To create soft shadows simply scroll down to the Shape/Area shadows rollout parameters and change the Emit light from (shape) to Disc type.
Its Radiuscontrols the shadows’ softness: Sharp shadows= low values; Soft shadows= high values.





To control its intensity, simply open the Intensity/Color/Attenuation rollout, and pan down to Dimming group, followed by enabling the Resulting Intensity and increasing its value.  





Test render each value tweaked to achieve the desired result.

To quickly test render, one can simply use a white override material (with its reflectivity set to 0.0)  for the sole purpose of creating the correct amount of depth in scene (e.g. dark and bright areas of the scene).
To use any specific IES light, one can choose from any of the pre-defined (Select Template)list; or by loading it from the Distribution (Photometric) rollout toggle. One can preview the IES physical distribution From the Open a Photometric Web filedialog and/or from the Distribution (Photometric) thumbnail.  







Furthermore, users can also decrease the image Sampling Quality and the overall render settings to speed up the test rendering process. 






The idea behind this technique is to prevent users from spending too much time test rendering the lights with all the materials and reflections enabled. 
 Once satisfied, simply begin to copy (instances), test render and place the lights accordingly in the scene.  







In Vray- Users often open the Create command panel and choose VRay from the drop down list. 





Next, one can create the VRayIES light by simply selecting its respective button first, followed by clicking on the VRayIESbutton next. Finally click in the Left or Front viewport, and drag its target downwards to create it.

Once the target of the light is set, go to the Modify command panel and disable its targeted function. As mentioned earlier, this action will enable the user to easily copy/instance lights across the scene.  





Next, locate and load the appropriate IES light file by clicking on its toggle. To preview the IES web file in the viewport, one can simply create a default Max photometric light, turn it off and use its Distribution (photometric web) rollout for the sole purpose of previewing the IES web file inside 3Ds Max.
Alternatively, one can use the IES generator software.     
To help pick up tiny shadows (e.g. grass, etc.), one should reduce the shadow bias values.  





As mentioned earlier, while soft shadows may increase the render times slightly it will also help make the renders more realistic.

To enable soft shadows with VRayIES lights, simply do the following:
Open the notepaddialog by typing in the word notepad, on the windows start up text field. 




Next, locate the relevant IES file in your computer folder, followed by dragging and dropping it into the notepad dialog. Its numerical values should appear.
To soften the shadows, one should only change three of its values. These values are often the three zeros that appear after the numbers 1, 1 and 2.   




Change those three zeros to 0.5; 0.5 and 0.5.
It’s worth noting that, the suggested values work well for my scenes. However, feel free to experiment with different values, if desired. 






To control its intensity, simply increase its power values.  




As mentioned earlier, users should test render each value tweaked to achieve the desired result.
As in mental ray, one can also use a white override VRay material (with its reflectivity set 0.0) for the sole purpose of creating the correct amount of depth in scene (e.g. dark and bright areas of the scene).




To further decrease the rendering times whilst test rendering the lights in Vray, simply decrease the    Sampling Quality and the overall render settings.  







As previously mentioned, the idea behind this technique is to prevent users from spending too much time test rendering the lights with all the materials and reflections enabled. 

Once satisfied, simply begin copying, test render and place the lights accordingly in the scene.  
  




Test rendering each light created with Vray or mental ray will enable users to preview their effect in the scene, and subsequently tweak them further, if necessary; thus preventing the common mistake of overexposing/scorching the 3D scene with too many lights, and/or having the lights too close from one another. 
It’s worth noting that, prior to lighting up a scene, most materials and their basic parameters (e.g. UVW Mapping, etc.) should be applied to their respective objects first.         

While creating the correct amount of depth in scene will help make the renders more believable, the light colours will also prove even more crucial in achieving that ultimate photorealistic look.
The following examples will help demonstrate how to quickly apply realistic colours of a photo to a light source in both Vray and mental ray.

In addition to applying IES lights to a scene, one can make the renders look more realistic by picking colour/s of a real photo reference.
To do so, first load the relevant photo in the scene. 




Next, select a light and open the Modify command panel.

In mental ray, scroll down to the Intensity/Colour/Attenuationrollout.

Click and hold the Filter Color swatch.  Its Color Selector: Filter Color dialog should appear.

Click on its sample screen colour button and pick any part of the loaded photograph. To mix colours, simply hold down the Shiftkey and continue picking 






In Vray, scroll down, followed by selecting and holding its Color swatch to enable the Color Selector: Filter Color dialog. 

Click on its sample screen colour button and pick any part of the loaded photograph. To mix colours, simply hold down the Shift key and continue picking.  




In addition to picking and using the colours of a real photo, production companies also use a blurred version of the same photo as light source to help make the render more realistic.
It’s worth noting that, while this methodology is utterly effective, it also increases the rendering times slightly.


In mental ray, to create the additional light/s with a blurred map, simply create a new spherical photometric light using some of the techniques covered earlier.

To change the light to Uniform Spherical, simply open the Modifycommand panel and expand its General Parameters rollout.

In the Light Distribution (Type) group, choose the Uniform Spherical from its drop down list.             This   light distribution type will provide users with the numerical value to be added later in the mental ray Light shader.    

Next, scroll further down to the mental ray Light Shader rollout and enable its function.
Please note that once this function is enabled; all the default light parameters are automatically switched off. So even when the light is physically turned off the light shader parameters will still effect in the scene.
To disable it, simply uncheck the Enable function. 


   
To plug a light shader, simply click on its toggle, and double click on the Light point type to choose it from the Material/map Browserdialog list. 




To view its parameters, open the Material Editor dialog first by pressing the M button.
Next, drag and drop the light shader toggle into an empty material editor slot; followed by choosing the Instance type, from Instance(copy) Map dialog.   Its parameters should appear on the material editor dialog. 




Most of its parameters are self-explanatory. Before plugging a blurred map to its Color toggle, enable the Shadows and the Attenuation function.

The Attenuation function determines the furthest distance of the light source from its original point.

The Attenuation Start value should always be 0.0, unless there’s a specific requirement. 

Users often use the Radiusvalues from the Shape/Area Shadowsrollout parameters to preview the Attenuation End value in the viewport, without having to test render.

VRay users can also use this value to preview the size of the light source; followed by turning it off once satisfied.

When using light sources to cast colours of a real photo onto surfaces, users should always place the light/s in a position where it will affect as many surfaces as possible.
For instance, in an interior scene it’s common practice to place the light between the floor and ceiling of each floor. In addition, the light should be slightly dimmed to prevent bleaching areas of the scene.

Its sole purpose should be to create colour variations in the scene with a faint brightness; and to also break up even specular patterns. 






Next, locate the relevant blurred image and load it in the Color toggle. When possible, always use an HDR (high dynamic range) spherical panoramic image. If the shot happens to be a photomontage, one should seriously consider taking a panoramic photo of the environment in question.  
Otherwise, one can simply use a standard non panoramic blurred JPEG image.

To blur an image, simply open it Photoshop and use the Gaussian Blur filter. The reason for blurring an image is to avoid having very well defined colour patterns, sharp shadows and increased rendering times.  









Once the image is loaded, if the original bitmap is panoramic, change its Coordinates parameters to Environment type, and the mapping to Spherical Environment.
In addition, one can also decrease or increase its default Blur values to about 100. Blurring it to 100 will decrease the rendering times dramatically.  

Loading a sharp image and blurring it in 3ds Max with the Blur function will never yield good results. The rule of thumb is to load a pre blurred image and blur it further in Max to 100, if necessary. 





To control image intensity, simply scroll down and open its Outputrollout parameters.
Also, increase its RGB Level value accordingly by test rendering with the Material Overrideenabled.  





To clearly see the immense benefits of this methodology, the following images will depict examples of a very simple scene lit without a mapped image, with a mapped image, with an additional IES light source and an IES light on its own.     









In Vray, to create a spherical light, one is required to first create a sphere primitive, with the desired proportions. 





Next, create a VRayLightobject using some of the steps covered earlier. Open its Modify parameters and choose the Mesh type from its dropdown list.  This light type will allow the user to plug a blurred image to its toggle. See fig. 41 and 42    






Scroll down to its Options group and enable the following options:

Cast shadows

Invisible- This function will make the light object invisible to the camera

Store with Irradiance map- When using the light source as Mesh, the rendering times will increase dramatically. Enabling this function will help reduce the rendering times massively. Otherwise, one can disable it. 
This function will only work if the Irradiance map is being used in the V-Ray:: Indirect Illumination (GI)rollout parameters.  For this reason, the Irradiance map parameters should be set above the minimum required.

Affect reflections- This function is often disabled to prevent having the light being visible in reflections.
While the above mentioned settings often work well in my scenes, feel free to try different ones, if desired. 





Scroll further down to the Texture group, and load the desired image in its toggle as previously covered. 





To view its parameters, simply open the Material Editor (M) first, followed by dragging and dropping the toggle into an empty material editor slot.                                                                                               Choose the Instance copy method.   Use similar parameters to the ones covered earlier. 







Also, if necessary use the Cropping/Placement handles to choose specific areas of an image to be used as a light source. 






Finally, scroll further down to the Mesh light options and select its toggle, followed by picking the relevant mesh in the scene. Its intensity can be controlled through the image’s RGB Level value, or/and from the light’s Physical Multiplier value. 







All the spherical lights depicted in the 3D scene below, were created using the techniques highlighted earlier, for VRay and mental ray

 




To implement the same technique to emulate interior studio lighting or a light being emitted from a self-illuminated display screen, simply create a VRayLight object.  




To control its physical size, open the Modify command panel, scroll down to the Size group and tweak with its Half-lengthand Half-width values.  





To plug an image to the light, scroll down to the light’s Texture group and click on its toggle to enable the Material/Map Browserdialog.  






In mental ray- To emulate a similar effect in mental ray (e.g. Interior studio lighting or a light being emitted from a self-illuminated display screen), simply create a mr Sky Portal object. 






To control its size, open the Modify command panel, scroll down to the Dimensions group and tweak with its Length and Width values. 






 The mr Sky Portal is set to Use existing Skylight by default. This option only works when a Skylight object is already in the scene. The mr Sky Portal helps to re-direct the Skylight rays through where the mr Sky Portalis positioned (e.g. through open windows, etc). 

To use the mr Sky Portal for interior scenes, one is required to enable the Custom function first, and click on its toggle; followed by double clicking the Gamma & Gain shader from the Material/Map Browser dialog list. 








To edit the Gamma & Gain shader, simply open the Material Editor first, followed by dragging & dropping it onto an empty material editor slot. In the Instance (Copy)dialog, choose the Instance method and OKto close it.   








Its parameters should load up. To plug a texture/HDRI simply click on the Input toggle and locate the relevant image.

Its multiplier value can be controlled through the Gain (multiplier) values; or through the image’s RGB Level as previously shown.  In addition, one can also use the mr Sky Portal’s On Multiplier value (1.0 by default) to help bump up the intensity of the light.  
      
The Reverse gamma correction (De-Gamma) function is enabled by default; which means brighter values are equivalent to high negative values. To reverse this, simply disable it.
One can also control the Gamma values of the image by tweaking with the Gamma values.   See fig. 57 and 58





All the rectangular lights depicted in the 3D scene below, were created using the techniques highlighted earlier, for Vray and mental ray.

To emulate the Paylessself-illuminated display screen on the right hand side; I have simply created an object with a Paylessself-illuminated bitmap assigned to the object, and placed a rectangular light in front of it to emit rays of the same image using the techniques covered earlier.  






Finally, one can also use the same approach with Skylight objects, when creating external shots.
In mental ray:When using the Daylight System, users often disable the Skylight option and create a separate Standard one.

The Standard Skylight object provides users with the flexibility to independently plug custom shaders, colours and images to its toggle. 









Alternatively, users can enable the Use Scene Environment option, to extract the sky data from the Environment Map toggle (press 8 to bring up its dialog).  
For Photomontages and film shots, users often plug the Environment/Background Switcher shader to its Environment Map toggle.  





For further information about this shader, please check this useful article HERE.

In Vray- Users are simply required to create a standard VRayLight object as previously shown, and change its Typeto Dome.  Dome light is equivalent to Skylight object.

As with most VRay lights, users can control its intensity with the Multiplier values. 
To plug an image, scroll down to its Texture group and click on its toggle to bring up the Material/Map Browser dialog. Often some users apply a standard image; and most professionals prefer to use the VRayHDRI shader. 










To edit the VRayHDRI parameters, first open the Material Editor (M), followed by dragging and dropping it from the Texture toggle onto an empty material editor slot.                                                        Choose the Instance method. 







Once the VRayHDRIparameters are loaded, click on its Browsebutton to locate and pick the relevant HDRI file. 






While the Skylight shadows should yield diffused results, some users prefer to turn off the VRaySunobject and use the Dome light to generate both direct and indirect shadows (e.g. diffused shadows).  

Most HDR images come with a reflection image (e.g. sharp), and the environment image (e.g. blurred to emit diffused light). To generate both direct and indirect shadows, one is required to use a sharp HDRI.
Users often tweak with Horiz. rotation and Vert.rotationvalues to control its position in the Material Editor slot thumbnail.    

Also, the Overall mult. value will help control the brightness of the light/scene.
Depending on the results intended, most users choose the Map type to be a Spherical environment.          For acceptable results, one is required to have the Irradiance map and the Light cache parameters very high.  




Furthermore, one should copy and paste/ instance these VRayHDRI parameters into the Environment Map toggle.  
To override either the GI Environment (diffused light) or what’s being reflected in the scene Environment Map toggle; one should open the Render Setup (F10). In the V-Ray tab, expand the V-Ray:: Environment  rollout and use one or both of its  parameters(e.g.  GI Environment (skylight) override and/or the Reflection/refraction environment override).   






Once the lights and colours have been signed off, one can then disable the material override to finalize tweaking the materials/ reflections/glossiness, and perhaps fine-tune minor light settings (e.g. boost up or decrease certain values).   

The images below depict some of many results with Vray and mental ray produced whilst using the techniques covered in this article. 




3D Image created and rendered whilst at GMJ  design ltd 
  


3D Image created and rendered whilst at GMJ  design ltd



I hope you have found this article interesting!


For more detailed step by step information about this subject, please check this post HERE, about 
Crafting 3D Photorealism: Lighting workflows in 3Ds Max, VRay and mental ray 
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Also check:







 
Tackling unrealistic materials Print E-mail
Monday, 20 May 2013 23:54

It is worth noting that the following is a full version of an article I have recently contributed to. Please have a look at the 3D World magazine(i.e. issue 141)for more in-depth tips.

Although lighting, rendering parameters, composition, camera, post production, etc, are great contributors in the process of producing appealing and photorealistic images; textures and shaders are ultimately one of the most important aspects of the entire process.


It is common for artists to slightly neglect this vital stage, and rely mainly on the subsequent steps (e.g. lighting, rendering parameters, composition, camera, post production, etc...) in order to produce a decent image.

The fact is, once the textures and shaders are competently and meticulously tweaked with, the remaining steps (e.g.. lighting, rendering parameters, composition, camera, post production, etc...) will mainly enhance a bare but already realistic 3D scene.

Reputable companies often use real photo references to emulate real life materials and their physical properties.
For best results, the photo reference/s is/are commonly brought into the 3D program, to closely compare, match colours, shadows, lights, etc).






It is a common mistake for artists/studios to begin the work in Max without the slightest idea about the art direction and the final quality desired.
A bad combination of texture colours can at times make a realistic render look unappealing.
It is very important to source for references in order to “mix & match” colours that will complement one’s 3D scene.

A very good source of colour references is a Book entitled “The color scheme bible”, by Anna Starmer.

After carefully observing photos for references of texture/s, colours, scale patterns, physical scale relationship with other objects in the space, etc; the next stage is to bring the photo reference/s to a 2D program (e.g. Photoshop, etc) and “doctor” with them to fit perfectly on the designated 3D object/s.

It is worth mentioning that the 3D objects’ scale relationship in relation to other objects in the scene has to be correct (e.g. door height= 2m; eye level= 1.65; human height= 1.70m; etc). Our eyes can inexplicably detect scale discrepancies when existent, therefore perceived unrealistic.







When texturing in Max, it is also a common mistake for artists to assign high resolution textures (e.g. photos taken) of small parts of a big area which are not representative of the entire surface.
This process may result in users having to tile the UVW parameters time and time again in Max.
Then, to eliminate the tiling patterns users mistakenly copy over and over the same texture in a large canvas in Photoshop, followed by blending them seamlessly.
This malpractice often results in a loss of numerous important details such as dust, scratches, AO on the edges, subtle dirt, etc; that often contributes to the realism of a 3D surface.

Production companies avoid tiling the textures as much as possible.
For instance, if the film Director’s intention is to realistically map a detailed old door; they would normally take a “straight on” photo of a similar door (e.g. with NO direct light/direct shadows); change the original texture as necessary in Photoshop to fit one’s desired colour; paint new details; omit undesired ones; etc; followed by assigning it directly onto the relevant 3d surface.

This technique not only eliminates the tiling patterns realistically, but also preserves all the small important texture details such as dust, scratches, AO on the edges, subtle dirt, etc.









One can still apply very subtle yet visible discrepancies as above mentioned on “pristine” visuals, to add realism to the final image.




The shaders to which the above mentioned photo real textures will be applied into play a crucial role in finalizing the 3d model/s.
The following list will highlight some of the key properties these shaders should have:

Bumps/displacement: Bumps and/or displacement bitmaps play a crucial role in enhancing the textures. In order for its values to be noticeable in the renders.
Users are required to have enough segments on the 3D object. Again, using photos as a guide will help find the adequate value for the desired bump/displacement.








It is worth mentioning that when lights are added in the 3D scene, its values are often tweaked further to react realistically to the lights.

Round corners: The "round corners" function chamfers sharp edges of 3D objects.
Since most objects in the real world are chamfered, the usage of this function is utterly imperative.
To input the correct “fillet radius” value, artists often create a “dummy” chamfered geometry in Max,(e.g. chamfered box from extended primitives) of a similar size to the main object, and tweak with its fillet values to preview the results of the “round corners”  in the Max viewport.

Since the Round corners results are only visible in the render, this "trick" is frequently adopted to prevent potential render artifacts caused by excessive values.










In Vray, to chamfer the edges of objects, users often apply the "VrayEdgesTex" procedural map to the "Bump" toggle, and type in the appropriate value. To add multiple bump materials, one can use the "Mix" procedural map, to mix the "VrayEdgesTex" with another bump material, as explained HERE.                                                                                     





                                                                              
















 







Glossy highlights: Glossy highlights play an important role in making a render look appealing.
Most striking photos contain glossy highlights, so users should always try to use the “relative Intensity of highlights” function whenever possible.
Its correct value is often dependent on how the scene is lit up; whether or not a dynamic range image is being used in the scene; etc.
This function works independently, and in conjunction with the main material parameters rollout.

In addition, it also helps to highlight the “rounder corners” Parameters.





To obtain similar results in VRay, users should simply enable the "L" button (greyed out by default) in the "Reflection" group, and begin tweaking with its "Hilight glossiness" values until the glossy highlight is visible in "Material Editor" slot thumbnail.







Reflections: Reflections are utterly vital in making a render look appealing. Having an appealing high resolution environment map, and an interesting 3D scene to reflect on, will most certainly help improve the quality of the renders.

It is common for highly reflective objects to lose their original colour/texture. This is a natural phenomenon.However, it is not often appreciated by clients.
To help override this physically correct phenomenon, users often enable the “metal material” function.
This function essentially helps maintain the diffuse colour/texture whilst reflecting the environment.
Alternatively, to use glossiness without reflections, one can simply enable the “highlights+FG only” function.

To use glossiness without reflections in Vray, users should simply disable the "Trace reflections" and the "Trace refractions" functions, under the "Options" rollout.





Note: For complex glossy highlights and/or reflections, users should also plug the bump or displacement texture (e.g. greyscale) into the "glossiness" and/or the "Reflectivity" toggle of the “Reflection” group parameters.
Depending on its render results, one may choose to Invert its colour in the "Bitmap" "Output" rollout.
This 3Ds Max function is covered in the "Converting a Vray Max scene to mental ray" article.

Alternatively, use a separate grey scale bump or displacement texture with less contrast. And/or mixed with other proprietary procedural materials.











Users can also use a similar approach in VRay:






Also, to further control the amount of reflections on any given surface, one can use the “custom reflectivity" function from the BRDF rollout.
This function works in conjunction with the “main material parameters” rollout.




To control the amount of reflections in Vray, users should click and hold the "Reflect" colour swatch of the "Reflection" group first. Its "Colour Selection: reflection" dialog should appear.

To increase reflectivity, simply select and drag down its slider towards the white colour: 100% White equals to full reflectivity; and 100% black equals to NO reflectivity.






To prevent artifacts on glossy reflections, users should focus mainly on increasing the Fast Glossy interpolation density to “1 (same as rendering)” or higher. If necessary, also use the global “glossy reflections precision” and “Glossy refractions precision”.







To prevent reflection/glossy artifacts in VRay, users should simply go the "Reflection" group and increase its default "Subdivs" values from 8 to 16 or  higher, if necessary.







In addition, one should also increase the "V-Ray Image sampler (Antialiasing)" values to correct reflection/glossy artifacts.




Finally, it's  also worth pointing out that rendering images lower than 3500 pixels may cause the renders to look slightly grainy (especially when rendering in interior scenes), independently of the high settings on material.
To prevent this, simply render at 3500 pixels or higher. If required, one could later reduce  its original size proportionally, in Photoshop.

Colours: In addition to using Photoshop to correct colours;etc, one should also use the “Composite” or “Color Correction” shader.

“Colour bleeding”;excessive reflections; GI and/or Final gather can at times change the original colour/s of textures in the render.
Using the "Color Correction” shader will help rectify most colour related problems. This shader is often plugged in the shader's main  diffuse toggle .











Furthermore, the materials’ “indirect illumination options” function can also help emulate the apparent physical properties of an object (e.g. these values can be positive or negative, depending on the intended effect).








In VRay, Users can achieve similar results by using the "VRayMtlWrapper" on top of an existing "VRayMtl"shader.






Render elements and Post-production work: Rendered elements and Post-production work often help enhance and address final touches of previously rendered images/materials. Some of the most common render elements used are “reflections”, “Z depth” , “object ID”, “AO”, “refractions”, "matte”, etc.
It's worth pointing out that rendered elements increase the rendering times.











The two images below depict the importance of using professional photo references in order to use the techniques mentioned earlier.

The first image below was a photo reference supplied by the client; and the second image is the final rendered image. 



Photo reference supplied by the client









Final rendered image produced for the client.



Note that, although the scheme was similar to the above photo reference, some of the textures/colours and design were changed by the client.
I have used additional photo references as guide to emulate the physical properties of most objects in the scene (e.g. chairs, wall, glass, etc.).

I hope you have found this article interesting!



...Also check this new article about "Crafting 3D Photorealism: Lighting Workflows in 3ds Max, V-Ray and mental ray" posted Here .

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Crafting 3D Photorealism: Lighting Workflows in 3ds Max, V-Ray and mental ray Print E-mail
Monday, 20 May 2013 03:02


Hi All,

I have just completed my latest step-by-step book, about 3D photorealistic renders.

The book is entitled:

Crafting 3D Photorealism: Lighting Workflows in 3ds Max, mental ray and V-Ray


Please see below its table of contents:


Chapter 01 // Introduction to mental ray and V-Ray
Introduction
Production Overview
Creating Materials and Shaders in mental ray
Creating Materials and Shaders in V-Ray
Lighting in mental ray
Lighting in V-Ray
Rendering Overview
Rendering in mental ray
Rendering in V-Ray
Proxies in mental ray


Chapter 02 // Interior Daylight Scene
Pre-Production
Creating Materials
Lighting
Rendering
Post-Production

Chapter 03 // Interior Nighttime Scene
Pre-Production
Lighting
Rendering
Post-Production

Chapter 04 // Exterior Daylight Scene
Pre-Production
Creating Materials
Lighting
Rendering
Post-Production

Chapter 05 // Exterior Nighttime Scene
Pre-Production
Lighting
Rendering
Post-Production





In addition, the book consists of 344 full colour premium pages, filled with useful tips and tricks throughout.

To Preview the Entire Book for free, please go to: 3Dtotal Publishingand open the "Preview" tab!






Fewer sections of the book can also be previewed on Amazon, and will be available in selected book stores!

Please check it out and let me know your thoughts, if possible: Any feedback will be much appreciated!

With all publishing engagements signed off and shelved…probably for good, I can now allocate more time adding new content to this Blog, and post sections of the book that were NOT included/updated due to the total page count, etc.

Ta
 
mental ray_Converting a Vray Max scene to mental ray Print E-mail
Thursday, 16 May 2013 15:34
Also check this new article in this Blog:
3D Realism:Practical & Easy Workflows


****************************************************************************





In production/Architecture/3D visualisation companies, it is very common for users to inherit/acquire 3D scenes with incompatible rendering engines and shaders/bitmaps.
The majority of these 3D scenes come in VRay (i.e. Archmodels; Turbosquid; etc). Due to the amount of geometry/3D scenes that one may require converting, it is often commendable to use script/s to speed up this otherwise tedious and time consuming process.
The following steps will help you fast track the above process:


1-One needs to have a version of vray (i.e. even a Demo version would be ok) compatible with your version of Max, already installed. It is highly advisable to work in a separate Max scene to the main one, to prevent merging any possible bugs; missing bitmaps; etc.
Once the conversion/s is/are completed and "stress tested” for errors, then it is safe to merge it/them into one's main scene.


2 –Open your Vray Max scene and run the script as described in The Book.





3-Now that the scene had been converted to mental ray; you need to load the mental ray renderer. Some of the original Vray material slots may become empty during the conversion. Open the "material/map browser" dialog to view all materials in the scene. Select a slot in the material editor. Back on the "material/map browser" dialog, double click on any of the newly converted mr materials to load it in the material editor. Repeat the action with all relevant materials from the "material/map browser" dialog.






4-When converting the scene from Vray to mental ray, the script tries to maintain the integrity of each material (i.e. glossy levels, bitmaps, values, etc) however, certain materials may still require some attention:

Prior to moving bitmaps and/or changing mental ray presets, one should make a copy of the relevant slot/s for reference purposes(i.e. drag and drop it onto another slot).
This is mainly in case one requires copying and pasting settings/bitmaps from the reference copy onto the new preset.




Vray reads opacity as white and mental ray reads it as black. As result one may require inverting colours in order for mental ray to read them accurately.
To do this, simply check/enable the "invert" function, on the bitmap "output" parameters".
The opacity bitmaps require moving to the "cutout" toggle, under the "special purpose map" parameters.




Since there are mental ray preset shaders for most real world materials, you may wish to apply these physically accurate template shaders to some of these newly converted materials.
Some of the most popular templates used are: Metal materials (i.e. chrome, brushed metal etc); Glass (i.e. glass thin geometry; glass solid geometry for thick glass and glass physical for goblets, champagne flutes etc); glossy plastic; water; masonry and promaterial shaders.

Some of these new templates may have the diffuse colour values very low; simply increase it to 1.0.
Also the colour "diffuse" toggle may be disabled by default; simply scroll down to the general maps parameters and check the "diffuse" color toggle to enable it.







Also, increase the "fast glossy interpolation" value preset as explained in our book.
To clear all unused Vray materials in the scene, simply click the "utilities" menu from the material editor.
On the dropdown list, choose the condense material editor slots function.
To be on the safe side,some users also choose the "reset material editor slots" utility thereafter.
Finally, in the material editor, one can reload the shaders being used in the scene as described earlier; test render the scene for any possible errors and merge it/them into your main scene.



I hope you have found this post interesting.

Ta

Jamie




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