Tampilkan postingan dengan label tips & Tricks. Tampilkan semua postingan
Tampilkan postingan dengan label tips & Tricks. Tampilkan semua postingan

Senin, 02 November 2015

3D Photorealistic Rendering: Interiors & Exteriors with V-Ray and 3ds Max

tips & Tricks - Hy Friends Make 3D Site,This Article Title is tips & Tricks, check it out.

3D Photorealistic Rendering: Interiors & Exteriors with V-Ray and 3ds Max
3D Photorealistic Rendering: Interiors & Exteriors with V-Ray and 3ds Max

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tips & Tricks




Hi Everyone,
Just a quick post to say "Hello", and to also announce the completion of my new book, for Taylor & Francis group.
It's entitled:  3D Photorealistic Rendering: Interiors & Exteriors with V-Ray and 3ds Max

The Book can be found HERE on Amazon.com

It will gradually become available in more websites and stores worldwide; in paperback and electronic formats.
I would like to take this opportunity to personally thank Sean Connelly; for being kind enough to give me the amazing opportunity to be involved with his team @ Taylor & Francis. And for being ever so patient with me, throughout the entire process!  
Furthermore, I would like to thank everyone who contributed directly and/or indirectly, during the production, and completion of this book:
Graham Macfarlane; Elitsa Dimitrova; Marcin Piotrowski;  Nadeem Bhatti; Maher Zebian; George Podoski; Geoff Chilvers; Andrew Gibbon; Giacomo Arteconi; Henry Yu; Rita Gulyas; Olivier Ladeuix; Mark La Frenais; Simon Migaj; Mateusz Wawrzyniak; Mark French; Mark Simpkin; Simone Cabras; Jacob Adamiec; Rueben Derrick; Mark Hagen; Fannar Valur, Simon Keay and Dario De Paoli.
Finally, I would like to express my eternal gratitude for the continuous support from: Friends, Family, esteemed colleagues, my book readers, LinkedIn, my LinkedIn connections, Followers, and my blog viewers: YOU ROCK!!!  
The book consists of the following chapters:
VRay Overview
Chapter 1-Pre-production; Production & post production overview
Chapter 2-Creating materials/shaders in VRay
Chapter  3-Cameras and Lighting in Vray
Chapter  4-Rendering in Vray
Chapter  5-Tips and tricks
-Interior Daylight in VRay-
Chapter  6-Pre-Production
Chapter  7-Creating the materials
Chapter  8-Lighting & Rendering
Chapter  9-Post-Production 
-Interior Night time in VRay-
Chapter  10-Pre-Production  
Chapter  11-Lighting & Rendering
Chapter  12-Post-Production
 -Exterior Daylight in VRay-
Chapter  13-Pre-Production
Chapter  14-Creating the Materials
Chapter  15-Lighting & Rendering
Chapter  16-Post-Production
 -Exterior Night time in VRay-
Chapter  17-Pre-Production  
Chapter  18-Lighting & Rendering
Chapter  19-Post-Production
 Chapter  20-Conclusion
All production and post-production tutorials are accompanied with 3d project scenes and PSD files.  
In addition, some of the tips & tricks will come with useful 3ds max scripts. 
The book also includes tips about, pre-production, camera settings, verified views, Photomontages, material editors, shaders, 3ds max scripts, and much more!
If  time allows you to glance over this new book, I hope it turns out to be interesting. :0)
P.S: For those who couldn't acquire my previous title, please rest assured that, Taylor & Francis guarantees the delivery of all pre-orders (Paperback and Electronic formats)!  

Selasa, 02 Desember 2014

Photoshop tips & tricks, for production (part 1)

tips & Tricks - Hy Friends Make 3D Site,This Article Title is tips & Tricks, check it out.

Photoshop tips & tricks, for production (part 1)
Photoshop tips & tricks, for production (part 1)

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tips & Tricks








Importing render elements

Nowadays, using render elements have become part of the production process. As such, companies often find themselves having to come up with quick ways to help speed up the transition between 3ds max and Photoshop

The one technique that’s widely implemented by most companies to import render elements, is the “Load Files into Stack” script”.

The script essentially “does exactly what it says on the tin”, by simply collecting and stacking multiple files in one PSD document, whilst preserving each stacked file with its original name.


Also, check my New Book: 3D Photorealistic Rendering: Interiors & Exteriors with V-Ray and 3ds Max


To use this script, simply go to the main Photoshop toolbar and click on the “File” button.
Choose the “Scripts” option from the dropdown list, followed by selecting the “Load Files into Stack” function. Its dialog should pop up. 





By default, its “Use” is set to “Files”. However, when all the relevant files are in one folder, it’s preferable to use the “Folder” option. 






To choose the “Folder”, simply click on the “Browse” button, followed by locating and selecting the relevant folder. 







If perchance the “Files” option is chosen, simply repeat the above mentioned steps, in addition to selecting all the relevant files inside its respective folder.






Creating PhotoShop Actions

During production, there are instances when users are required to apply identical image effects and/or edit transforms to multiple files. This operation can at times be tedious and time consuming.

Numerous companies tend to create Photoshop actions to help fast-track this process. For the purpose of this simple exercise, we’re emulating a basic string of actions.

To do so, simply do the following:

1- Open the relevant files in Photoshop. For this exercise, it’s also worth creating a brand new folder to save your new files into, as a precautionary measure.

Select the first file/document in Photoshop and Open the “Actions” dialog by pressing “Alt+F9” on your keyboard; or by simply clicking on the “Window” main toolbar and choosing the “Actions” function from the drop down list. 





2- Its dialog should pop up. To create a new action folder, simply click on its toggle on the top far right corner, and choose the “New Action” option from its drop down list. 







3-In the “New Action” dialog, rename it according to the actions you’re planning to execute.  The dialog also allows users to create a “Function Key” for the action/s.
The “Function Key” is an alternative shortcut to the “play selection” button.  Click “Record” to begin capturing your actions. 




4- As mentioned earlier, for this exercise we've simply recorded basic actions such as re-sizing the image/document, blurring, saving the file in a new folder, and closing it thereafter. However, feel free to record more/different actions.

Note how each action is being added orderly in the newly created “Resize, Filter & save as”” action folder. In addition, the record button is turned on/red.  





5-Once finished, simply click on the “Stop playing/recording” button to stop. 




6-To apply the previous actions to a new file/document, simply pick the relevant document, followed selecting the action folder in its dialog, and pressing the “Play selection” button.

Please note that, once a file/document is closed, Photoshop selects the next existing file/document automatically. Hence the “Close” action was also recorded in action folder. 




Photoshop actions can also be used for a variety of different purposes such as setting up PSD files/layers/adjustment layers, etc.   

I hope you've found the above tips useful.

Finally, the next article will focus in other commonly used techniques to help speed up your production workflow!  



Senin, 16 September 2013

3ds max: Essential tips & tricks for Vray and mental ray

tips & Tricks - Hy Friends Make 3D Site,This Article Title is tips & Tricks, check it out.

3ds max: Essential tips & tricks for Vray and mental ray
3ds max: Essential tips & tricks for Vray and mental ray

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tips & Tricks



The above image borders were extended by 2000 pixels (in width) to each side using the “Overscan” script


Also, check my New Book: 3D Photorealistic Rendering: Interiors & Exteriors with V-Ray and 3ds Max



Extending the camera viewport borders (vertically, horizontally or both) without affecting the camera’s original perspective



There will be times when clients will ask users to revisit old projects, with the purpose to redesign and/or re-render an existing camera view.

When re-rendering an existing camera view, the client may also require users to include more of the 3D scene in the same shot; preferably without affecting the perspective (e.g. almost like extending the borders of a PSD canvas).

In real technical terms such requirement is impossible to achieve, as it defies the physics of any real camera.


Having said that, that’s often what’s required from most users: To do the impossible.     

Until recently, many well-known studios (including myself) would “achieve” the above mentioned request by first decreasing the original FOV of the camera in order to cover new areas of the 3D scene; followed by increasing the original render output size (pixels) many times over in order to compensate for the reduced FOV values. 

The above described process was clearly a “workaround” to meet the client’s request…until I was introduced to an ingenious script called “Overscan”.

The script was created by Martin(martin@breidt.net) at http://www.breidt.net/scripts/index.html#overscan, to solve the tedious “workaround” described earlier.




The script only works with standard 3ds Max cameras.
It’s also recommended to save the current 3D scene under a different name prior to using this script, as a precautionary measure. 
To implement the script, users are simply required to do the following:
1- Download the script from the above mentioned link.
2-Open the 3Ds Max file, followed by dragging and dropping the script from the folder, directly onto your camera viewport.
3-The script's dialog box should pop up immediately, with the original output image size dimensions. 


 



The “New Width” and the “New Height” functions allow users to input new dimension values.
The “rel” button locks the original proportion dimensions, so that new added values will always be in proportion to the “Old size” dimensions.
The “Apply Overcan” button updates the camera with the new dimensions entered in the “New Width” and the “New Height” name field. If the “Copy camera” function is enabled, a new camera will be created and named accordingly.
The “Update” button updates the “Old size” dimensions with the new ones entered.

In the figure below, the height of the image output was changed from the original 3000 pixels, to 5000 pixels, without affecting the perspective.

A new camera was also created automatically, by simply enabling the “Copy camera” function and clicking on the “Apply Overscan” button. 






  

Since the original script was created for standard 3ds Max cameras only; users with a Vray physical camera in the scene, should do the following:

1- First open your VRay Max scene and go to the VRay camera viewport.

2- Press “P” from your keyboard to turn the current Vray camera viewport into a “Perspective” one.

3-Next, press “Ctrl+C” from your keyboard to automatically create a 3ds Max standard camera.

4- A new camera should be created automatically. Next, follow the steps covered earlier to apply the “Overscan” script.

5- Once satisfied with your new camera settings and the output dimensions, run a script to convert the 3ds Max standard camera into a Vray physical camera.

The script I often use is called “MaxCam_To_PhysCam_1.4_proc”. And can be downloaded from the following location:

 http://www.scriptspot.com/3ds-max/scripts/leles-vray-tools


To run the script, simply do the following:

1- After downloading and unzipping the file, simply click on the “MaxScript” main toolbar.

2-On its dropdown list, choose to “Run Script”.







3- The “Choose Editor File” dialog should appear.


4- Locate and open the “MaxCam_To_PhysCam_1.4_proc” from the list.





5- The “Physcam Converter V1.4” dialog should appear. Select the relevant camera(s) from the scene, and click on the “Convert Camera(s)” button.

A new Vray physical camera should be created, named accordingly and selected automatically.

To view the newly created camera, simply press “C” on the keyboard. Alternatively, simply right click on the camera name situated on the top left corner of the camera viewport, and choose the relevant camera.




6- Finally, copy the Vray exposure parameters from the original camera settings onto the newly created one. 





Overriding useless Backburner errors 
Most users would agree that, more often than not, the Backburner can be “spot on” when pinpointing valuable errors in the render(s). However, there are times when it can also be an utter nuisance and ultimately prevent users from meeting their looming deadlines.  


Very recently, I was involved in a project that was an absolute joy from the word “go”…until my beloved Backburner began reporting useless errors.

Some of the messages read the following: “3dsmax adapter error: AutodeskMaxDesign 14.12 reported error:JPEG- Memory Error”.

 And also: “3dsmax adapter error: AutodeskMaxDesign 14.12 reported error: “…jpeg—Failed to allocate filter tables for this bitmap…”.

The frustration was that, all bitmaps bigger than 1500 pixels were proxied in the scene. Furthermore, the Backburner would render the entire frame with its elements perfectly; followed by re-rendering it over and over again, due to the above mentioned errors. 









After few Google searches on the subject, I quickly realized that this was clearly a problem that had many professionals pulling their hair out (if any left) so far.

I nearly threw in the towel on this one... until - Jordan Barlow (jordan_barlow@hotmail.com)-came up with an ingenious way to override this niggling “bug”. 


Please do the following to emulate his approach: 

1- Open the “Backburner Manager” dialog first, followed by clicking on the “Edit” toolbar, and choosing the “General settings” option from the dropdown list.

2- The “Backburner Manager General properties” dialog should appear promptly.  In the “General” group, enable the “Use Task Error Limit Max Errors Per Task” function, and set it to 1.

This action will limit the amount of times (1) the Backburner will continue to mistakenly try to solve (re-rendering) an error that doesn’t exist, or an error that’s Not affecting any aspect of the render(s). 













Create and snap a grid helper perfectly to any given geometry and/or spline, in any angle
Ever wondered how to create/snap a grid perfectly to any geometry/spline regardless of its position/rotation or angle in a 3D scene?

While this subject was covered to some extent in my latestbook, I have never addressed this specific issue before.

To address the above mentioned issue, users should simply resort to a script called “Create_Grid_At_Object_Pivot”.


The name of its creator is paul.hormis@hypercent.com (assuming). 





Furthermore, to create the above mentioned script one has to do the following:

1-In 3ds Max, click on the MaxScript button from the main toolbar, and choose the New Script option.

A new Script dialog should open.













2- In this blog, select and copy (Ctrl+c) the following script text below:




Global CreateGridAtPivot

Struct CreateGridAtPivotStruct
(
fn DoCreateGridAtPivot ObjectForGrid =
(
GridHelper = Grid name:(ObjectForGrid.name + "Grid") isselected:on
GridHelper.transform = ObjectForGrid.transform

max activate grid object
)
)

CreateGridAtPivot = CreateGridAtPivotStruct()

if (selection as array).count == 1 do
(
CreateGridAtPivot.DoCreateGridAtPivot $
)













3-After copying(Ctrl+c) the above mentioned script from this blog; go back to the new Maxscript dialog in 3ds Max, and paste it (Ctrl+v) onto it:







4- Next, save the script by clicking on the "File" button and choosing the "Save As" option.  




     



5-The "Save As" dialog should be prompted. Save it as an *.ms file type; under the name of, Create_Grid_At_Object_Pivot








To run the previously saved “Create_Grid_At_Object_Pivot.ms” script, simply do the following: 

1-Open 3Ds max and create a shape or geometry. Also, rotate/position it in an awkward angle.



2- Next, while the shape/geometry is still selected, click on the “MaxScript” button from the main toolbar, and choose to “Run Script” from its drop down list.  




3- The “Choose Editor File” dialog should appear. Locate and "Open" the previously saved script under the name of “Create_Grid_At_Object_Pivot.ms” . 




 


4- A grid should automatically appear in the correct angle/position, and enabled by default. To test its accuracy, simply begin creating anything in the viewport.      





Using the mental ray connection to access a displacement shader
In the past, a number of people had asked me if there was a way to override the default Arch & design displacement shader with a better one, in order to achieve better results.
While this subject is covered in my latest book, I thought it would be nice to share some of its content here with you.
To access a new displacement shader from the Arch & Design, simply do the following:
1- Open the “mental ray Connection” rollout and scroll down to the “Extended Shaders rollout” group.
2-Unlock the padlock button by clicking on it, and click on its toggle to access the “Material/Map Browser” dialog.
3- I personally choose the “Height Map Displacement”  shader from the list, as it’s faster to render. However, feel free to choose another one, if desired.
4- The “Height Map Displacement”  shader parameters are simple and self-explanatory.  



As mentioned in my latest book, the more segments (detail) an object/geometry has, the better displacement results one will have.





                                                               
Vray subpixel mapping function
Again, while this subject was covered in my latest book, I thought it would be nice to share it with those that don’t have the book (yet).

Ever wondered how to correct the artifact depicted in the render below? 




The above described artifact can be instantly corrected by simply enabling the “Sub-pixel mapping” function.  







V-Ray:: Irradiance map Interp. Samples
When using the irradiance map, at times the default “Inter. samples” value of 20 may work for a 1920x1080 pixels render. However, when rendering a 5000x2813 pixels image, it may yield artifacts such as the one demonstrated below. 









Note: Such artifacts are more noticeable on white or bright surfaces.

To rectify such artifacts, users should simply increase the default “Inter. samples” value to 70 or as high as 90, if necessary. There are extreme cases when one might need to enter higher values.


 

Note: It is suggested that, by increasing the “Inter. samples” values as mentioned earlier,one may cause the scene to lose depth. 
If such happens (debatable), one can still add more depth by using key VRay render elements such as VrayRawTotalLighting; VrayRawLighting; VrayTotalLighting; Vrayshadows; etc).           

I hope you have found the tips and tricks useful!