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Senin, 19 Januari 2015

Google maps to StreetView Grabber

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

Google maps to StreetView Grabber
Google maps to StreetView Grabber

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viewport





Extracting the 360 panoramic image/map from Google street view 

More often than Not, I find myself working on 3d photomontages, or Verified views with set views/images chosen and taken by different Photographers.
Needless to say that, in all accounts, I've always wished I had a panoramic image/photo of the locations extracted, to use as reflections for my 3d environment.

For tips and scripts for Verified views, please visit this new post HERE 

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

If you ever find yourself in a similar situation and can not retake the photo/s with specialised high definition cameras such as the ones from Kolor.com; then Google maps are your best quick fix.


In conjunction with the StreetView Grabber software, you can find the location (using Google street view) where the original background image was taken from, and automatically grab/extract a 360 view of the site.

To download the StreetView Grabber software, for Free, simply go to the following website:


Next, scroll down the page and click on the following link to download the software.





Once downloaded, unzip (extract) the software, and double click on its Icon to open the dialog.




How to use Google maps street view:

To start, go to Google maps and type in the address/location where the photography was taken from.
Once the address/ is found( i.e. a red pin floating above the location map) in the Google maps, simply zoom in with the mouse wheel as close as you can, followed by clicking on the Google earth map thumbnail, on the bottom left corner. 




Once the earth map appears ( photo of the location on a plan view), simply grab the yellow silhouette man from the bottom right hand corner of the Google earth map, and drop it on the desired location, to get the Google street view.


It’s worth noting that, you can only drop the yellow silhouette man on areas where there’s a black dot blinking.
These markers indicate spots where the user can take a street view from. 




Once the street view is up on the screen; you can pick from any of the available views displayed in the thumbnails below, if desired. 
Otherwise simply click on the Hide imagery, to minimize the thumbnails on the screen.

As you move the mouse on the Google street view, note the transparent planes that follow it.
They indicate the perspective of the structure/object on the screen. 




While the StreetView Grabber dialog is still open, select the URL of the Google street view and press Ctrl+C to copy it.

Select the StreetView Grabber dialog and click on the Add Pano button.

The Use clipboard dialog should automatically appear. Click Yes to add the copied URL, and close the dialog. 




Before grabbing the 360 street view, you can choose the location to save the final Output image and the file format (i.e. Output JPEG or Output PNG.

In addition, always set the Quality to maximum, by simply moving the slider to the far right.
Also,enable the Weld Tiles and the Crop Panorama option.  

Once satisfied with the settings/parameters, simply click on the Grab button, to capture the panoramic street view. 




Once the grabbing process is finished, a dialog should notify you that the process is Done; click OK to close it. 

Also, open the grabbed panoramic image in Photoshop. 




The chances are that you’ll be required to flip the grabbed panoramic view horizontally before using it as a reflection in 3ds max.

To flip the image horizontally, simply click on the Image main toolbar and choose the Rotate Canvas option, followed by clicking on the Flip Canvas Horizontally.

You can also save the new flipped image under a different name (i.e. …flipped). 




It’s worth noting that, if the Photomontage/verified view happens to be  a Night shot; depending on your personal Photoshop skills, you might be able to turn the panoramic day map into a night one (with a considerable amount of effort, one may add).

Alternatively, you can try some of the Kolorcameras, on location. 

For more information about these High definition 360 cameras, please visit:  







To apply the newly saved panoramic bitmap in 3ds max, simply do the following:


In mental ray: Please refer to this article posted earlier:



In Vray:

Start by opening the Render Setup dialog (F10). 

Under V-Ray tab, expand the V-Ray: Environment rollout parameters.

To plug the previously saved panoramic bitmap from Google street view, simply click on the Reflection/refraction environment override toggle.

The Material/Map browser dialog should pop up. Click on the Bitmap procedural map to locate and load the previously saved Google street view bitmap.




Once the bitmap is loaded; you may be required to edit some of its bitmap parameters in order to make it fit correctly in the viewport.

To do so, open the Material Editor dialog (M) and drag the bitmap from the Reflection/refraction environment override toggle, onto any available material slot.

The instance copy (Map) slot dialog should appear. Choose the “Instance” method and OK to close it.
As instances, whatever changes take place in the Bitmap parameters, will also affect the Reflection/refraction environment override toggle. 




In order to control the position of the reflection map in the 3d environment; the reflection bitmap needs to be visible in the viewport, through the Environment Map toggle.

So the next step will be to open the Environment and effects dialog (8), followed by dragging and dropping the reflection bitmap from the Material Editor, onto the Environment Map toggle. 
Choose the instance option again. 



Next, we are going to select the camera viewport and open the Viewport Background parameters (Alt+B).

In the Viewport Background Parameters, first enable the Match Rendering Output function, followed by turning on the Display Background option, and the Use Environment Background.
Click OK to close the dialog and see the reflection bitmap in the Viewport. 




Back in the Material Editor, under the, Coordinates parameters, enable the Environ function and set the Mapping type to Spherical Environment.

You may also choose to offset its U and V coordinates, if desired. 





In addition, in order to increase the amount of reflectivity seen on the glass/reflective surfaces, simply scroll down to the Output rollout coordinates and increase its RGB Level values.





Once Satisfied with the reflection settings and its coordinates, go back to the Environment and Effects dialog clear it from the Environment Map toggle. 

To do so, simply right click on the toggle and choose to Clear, from the pop up menu list.  




It’s worth noting that, clearing the Environment Map toggle will only affect the Environment display image, Not the reflections from the Reflection/Refraction environment override toggle.

At this stage you can now load back in your original background image being used for the verified view/s or Photomontage/s, in the Environment Map toggle. 




Note: In Vray, when using photographed image/s from verified views or Photomontages as back plate renders, it’s important that the background photography renders with its original colour and gamma; especially when matching lights and colours directly in 3ds max.

To ensure consistency, one might need to change the image Gamma settings to, Override 1.0. 

     



Furthermore, you’ll be required to set your V-Ray: Color mapping NOT to Affect background. 



Finally, once satisfied with the reflections, the environment map colours, the lighting and with the cameras; you may choose to save the render presets for each camera (i.e. cam 1, cam2, etc).

To save render presets, simply click on the Save Preset option. 

When the Select Preset Categories dialog pops up, I often choose all of them, because it saves the render output size, the render elements, the reflections, the environment, etc.

However, some users prefer only few specific categories. 









To save different light settings and positions, choose the Manage Scene states in addition to render presets. 




Unlike render presets, scene states are NOT saved outside 3ds Max; instead, they are only stored in the 3d scene they have originated from.

So if you choose to merge your 3d scene (with presaved scene states) into a new one Max file; the chances are, you will automatically lose all your pre-saved scene states. 

The Save button allows users to save their parts/categories.

Note: After saving a scene state, ensure that NO new objects or lights are added into the scene; otherwise you might be required to resave all the scene states again.

The Restorebutton allows users to restore their presaved scene state/s.

Note: You need to select your saved scene state first, before restoring it.

When selecting the Parts/categories of the scene to save, make sure you don’t save the environment settings again (override), if already saved from the render preset. 
Only save light related parts/categories and layers.

Some users may prefer to make things less complicated (No render presets), by opting to use the Scene states only, when saving the light properties, layers and the environment settings.

However, they should take into consideration that, when using numerous cameras and environments; different reflections will also be required. 
And currently, the Environment Part/category from the Scene States doesn't have the option save the V-Ray Environment settings.   


I hope you have found this article somehow interesting!


Ta

Please also check:    

Senin, 16 September 2013

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

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

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

Read More


viewport



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!