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M ON D AY, 20 M AY 2013
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JAM I E CARD OSO
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computer
artist/technologist/Author/Reviewer
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Once the first light had been created, go to the Modify command
FOL L OWERS
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.
F OL L OW BY E M AI L
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M Y F AVORI TE L I N KS
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My 3D Portfolio
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Evermotion
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cgmotionbox
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cgrecord tutorials
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While it may take slightly longer to render, soft shadows are
commonly used to make the renders look more realistic. To create
cg digest
olivierladeuix.com
Angela's Blog
parameters and change the Emit light from (shape) to Disc type.
tresd1.com
Its Radius controls the shadows softness: Sharp shadows= low values;
enrichpro.com
recblog.blogspot.com
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Photorealistic
rendering: Vray and
mental ray : 3d images
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.
3d: Creating
customised IES web
lights for vray or
mental ray
The following tutorial
assumes that the user has a basic
knowledge of creating and using
VRayIES and Photometric lights
parameter...
Crafting 3D
Photorealism: Lighting
Workflows in 3ds Max,
vray and mental ray
Hi All, I have just
completed my latest stepbystep
book, about 3D photorealistic renders
. The bookis entitled: Crafting 3D
...
3ds max: Creating a Velvet/Suede
finish with Vray or mental ray
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process.
Max 2011
(1) Converting a Vray Max scene to
mental ray (1) Correcting selfillumination
display in the viewport (1) Crafting 3D
Photorealism (1) Creating customised IES web
lights (1) design interior (1) displacement (1)
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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
M Y AM AZ ON PI CKS
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BL OG ARCH I VE
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Photorealistic rendering: Vray
and mental ray : 3d...
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Photorealistic rendering:In Vray Users often open the Create
command panel and choose VRay from the drop down list.
http://jamiecardosomentalray.blogspot.in/2013/05/photorealisticrenderingwithvrayor.html
STATS
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Next, one can create the VRayIES light by simply selecting its
respective button first, followed by clicking on the VRayIES button
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.
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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.
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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.
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scene).
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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.
Its 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 (e.g. Rendering >
View Image File).
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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
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physically turned off the light shader parameters will still affect 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 Browser
dialog list.
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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.
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Users often use the Radius values from the Shape/Area Shadows
rollout 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 its 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.
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To control image intensity, simply scroll down and open its Output
rollout parameters.
Also, increase its RGB Level value accordingly by test rendering with
the Material Override enabled.
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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 VRay:: 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.
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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.
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Choose the Instance copy method, and use similar parameters to the
ones covered earlier.
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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 images RGB Level value,
or/and from the lights Physical Multiplier value.
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Note: If the bitmap colours emitted by the sphere light are not
prominent enough in the scene, simply use the "Color Correction"
procedural map on top of the main bitmap; andincreaseits
"Saturation" value until satisfied.
To apply it, simply open the"Material/Map browser" dialog and
choose it fromits list. Thistopicwas covered in this postHERE.
Alternatively, increase the saturation in Photoshop and resavethe
main bitmap.
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To control its physical size, open the Modify command panel, scroll
down to the Size group and tweak with its Halflength and Half
width values.
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To control its size, open the Modify command panel, scroll down to
the Dimensions group and tweak with its Length and Width values.
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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 OK to close it.
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Finally, one can also use the same approach with Skylight objects,
when creating external shots.
Photorealistic rendering:In mental ray: When using the Daylight
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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.
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For further information about this shader, please check this useful
article HERE.
Photorealistic rendering:In Vray Users are simply required to
create a standard VRayLight object as previously shown, and change
its Type to 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.
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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.
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While the Skylight shadows should yield diffused results, some users
prefer to turn off the VRaySun object 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.rotation values 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.
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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 finetune minor light settings
(e.g. boost up or decrease certain values).
The 3d images below depict some of many results I have personally
produced, with Vray and mental raywhilst using the techniques
covered in this article.
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My 3D Portfolio
Also check:
Realistic materials
Postproduction techniques
IES lights
Selfilluminated materials
Architectural Visualisation Tips & Tricks
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P O S T ED B Y J A MI E CA R DO S O A T 18: 56
LA B ELS : 3D, 3DS MA X , A U T O DES K , LI G H T I NG , MENT A L R A Y ,
P H O T O R EA LI S T I C R ENDER I NG , P H O T O R EA LI S T I C R ENDER S W I T H MENT A L
R A Y , R EA LI S T I C R ENDER S , R ENDER I NG , V R A Y
1 5 COM M EN TS :
Lawrence Jorge R S 20 May 2013 at 19:44
Very nice work! Congratulations, thanks for share !
Reply
Jamie Cardoso
Hi Lawrence,
Thank you very much for your kind comment here. I really
appreciate it!!!
Ta
Reply
Jamie Cardoso
Hi Xavier,
Thank you very much for your input here...and I am glad that
you have liked it!!!
Ta
Reply
Jamie Cardoso
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Jamie Cardoso
Hi Marium,
Thank you very much for your input here!!!
The book features a day, and a night shot of the building you
see in the book captions; and the interior depicted in the
book cover (day and night tutorials).
In addition, users also have the context model of the
surrounding buildings!
Furthermore, the book doesn't cover modelling as such.
However there are essential tips on bringing models from
Autocad into Max; tips on creating accurate model s from cad
drawings in Max; etc.
All the above mentioned tips and tricks can be found in
Chapter 1 !!
After chapter 1, the subsequent chapters are detailed step
bystep tutorials...with further tips & tricks thrown into the
mix occasionally!
Finally, as mentioned in the table of contents of the article,
the book covers preproduction; production and post
production!
Ta
Reply
Jamie Cardoso
Hi There,
Thank you very much for your input here. It's much
appreciated!!!
The reason for NOT using the Vray sphere light, is simply
because my version of vray doesn't allow users to plug any
bitmaps to it (assuming your version of vray does? (e.g. its
bitmap toggle is greyed out by default)).
http://jamiecardosomentalray.blogspot.in/2013/05/photorealisticrenderingwithvrayor.html
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4/30/2015 3dsmax|3dDatavisualisation|3dimages|vray|mentalray|PhotorealisticRendering|Autodesk:Photorealisticrendering:Vrayandmentalray:3dim
Jamie Cardoso
Hi there,
Thank you for your input here. Its much appreciated!
What I meant was that, in addition to applying a
vraylightmtl(with the "orangy" payless bitmap), onto the
object on the right hand side, I rectangular vray light was
also created with the dimensions of the same object, and the
same "orangy" payless bitmap was also plugged to its light
"texture" group.
If you read the entire article you'll see where the section of
applying a texture to a vray rectangular light was being
discussed!
Please see below one of many images used to describe this
technique:
http://2.bp.blogspot.com/
Wn650pIjzlE/UZrEy6HI2fI/AAAAAAAABTM/CW1JavKX7TY/s16
00/Photorealistic+rendering+with+Vray+or+mental+ray_52+.j
pg
Regards
Ta
Reply
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Jamie Cardoso
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