Minggu, 12 Juni 2011

RichDirt: The most natural solution

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

RichDirt: The most natural solution
RichDirt: The most natural solution

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The idea started years ago when I first pleaded with Matthias (then, working as a Director of product integration, at mental images) to develop a plug-in that could aid professional 3D Visualisers to integrate their 3D elements into Photomontages; verified views, and general external shots!

My desperate plea spurred him to single handily develop a ground breaking plug-in that is now known as RichDirt (now available for VRay also).


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


Most professional 3D Visualisers can relate to the laborious process of making a pristine/clinical external daylight render to look believable/photorealistic.

While the above mentioned is the general consensus amongst 3D professionals, there might be the odd project that may involve great buildings and designs (i.e. numerous modelling details; superior material finishes; nice metallic surfaces; glass reflections, appealing colour schemes; great compositions; etc.) that can make one’s life a bliss when creating photorealistic CG images.

Since the above mentioned projects are very few, one still has to be faced with the reality that most projects are riddled with challenges related to integrating CG elements into photographs, or even just making a full CG external daylight shot to look realistic!

One of the most popular techniques amongst CG professionals is to add very subtle surface discrepancies such as dirt, etc.

This popular technique had been borrowed/ copied from the film industry.

While Film/production companies make discrepancies very prominent in their shots, professional 3D Visualisers tend to make it as subtle as possible; as clients often expect their buildings to appear relatively New (i.e. Architects, Developers; etc.).

We are all too aware of the fact that, this perception from most clients does not correlate to reality:

The fact remains that during the construction of any building (i.e. 1, 2, or more years); surfaces are constantly exposed to adverse weather conditions and human activities (i.e. rain, wind, dust, sun rays, scratches, splotches, etc.) that will unequivocally affect the finishes/surfaces over a period of time.

While the natural building changes caused by some of the factors mentioned earlier are visible, they still look subtle and acceptable after just 2, 3 years in construction; therefore still considered/perceived to be relatively “New”.

If it was humanly possible to omit all discrepancies accumulated during the period of construction of a building, it would probably look CG (i.e. unreal).

Human eyes can inexplicably notice the absence of these natural and subtle discrepancies that we often take for granted!

The Job of a professional 3D Visualiser is to try to emulate the same type/s of discrepancy subtleties that often go “unnoticed”.

In doing so one is essentially making a CG render as realistic as any other professional architectural photograph!

This is one of the many reasons Film companies and highly specialized 3D Visualisation firms use captivating real photographs as reference, to achieve the ultimate result!

The images below depict some of my numerous 3D Visuals that involved having to manually paint extensively subtle discrepancies (i.e. dirt, etc.), in order to fully integrate the shots!

At the time, one of my biggest challenges was to be able to individually paint and “churn out” thirty different shots of each project, in a very short period of time!









RichDirt is currently the best suited Plug-in to address the technical “nightmares” highlighted earlier, especially due to its powerful/superior multiple render elements’ functionalities.

In addition to being ultra-fast to render, RichDirt also provides users with numerous options to plug/ mix with other proprietary shaders, and a variety of Max’s procedural maps such as cellular, smoke; Mix; Noise; Speckle; etc.

Furthermore, while 3D Visualisers will benefit immensely from its powerful functionalities, users from Games and Film industry may also find it utterly indispensable in their everyday projects.

RichDirt is currently designed for Max/ mental ray and V-Ray. However, since users can efficiently output its effects as multiple elements (i.e. rendered passes); it is possible to overlay the elements in post, whilst using other rendering engines (i.e. Maxwell; FPrime; etc).



The following tutorial (for mental ray) will hopefully help users understand some of its amazing key functionalities:

First ensure that the mental ray renderer is loaded.



Also, it is utterly crucial to set the display unit scale, as this function will help determine whether or not one is working in real world scale (i.e. door height: 2.13m; chair seat height: 0.4m; etc.).




Prior to beginning to apply the RichDirt, it is commendable to select few key objects in the 3Dscene, followed by isolating them; as opposed to test rendering the entire scene…which could be time consuming.

Finally, disable all lights; exposure/environment settings; reduce the rendering output size along with the general FG and global rendering settings.

This workflow will speed up the test renders toward the final desired results.

Isolate key objects




4-There are multiple ways of using RichDirt:

A-Directly onto a 3D object

B-As a rendered element/pass in post.

This exercise will focus mainly in its functionalities as a rendered element.

We will start by loading RichDirt into Max first.

RichDirt is only accessible through the main diffuse material parameters toggle, and can only be found under the “mental ray rollout” group, in the “material/ map browser” dialog.




5-To quickly fine-tune its settings and speed up the process, we are going to primarily use RichDirt “globally” as an override:

A-Open the “render setup” dialog box by clicking the F10 key, or by simply choosing it from the “rendering” tab dropdown list.

B-In the “processing tab”, enable the “material override” function.

C-Back on the “material editor” dialog, return to the main material parameters, by clicking on the “go to parent” button.

D-On the main material parameters, drag and drop the shader from the “material editor” dialog onto the” material override” toggle.
Choose the “instance (copy) method” option.




6-The RichDirt from the material editor is now linked with the material override.
Do a quick test render (i.e. Shift+Q) to see the results.



7-The test render is looking ok. However, it is looking slightly grey and reflective.

On the “main material parameters”, decrease the “reflectivity”; “glossiness” and the “glossy samples” values to 0.0.

Also, change the RichDirt colour to plain white.
Test render again to see the results.




8-The render now looks slightly better.

Due to the viewport that the render was taken from (i.e. orthographic view), the image is looking slightly faceted, and with artifacts.
To correct this, simply change the viewport to perspective/ or camera.

Also, to begin tinkering with some of its pre-sets, choose the “rich building +streaks” from the dropdown list; and test render it again.




9-With the “Perspective/camera” viewport selected, the renders look smoother and cleaner.

Most RichDirt settings are self-explanatory, especially when hovering with the mouse over most parameters and functions.



10-To quickly go through some of its core parameters, we are going to start with the “Clean” function.

Clean: This function determines the main colour of the geometry.

To change its default colour, simply left click on its colour swatch and choose the desired colour from the “color selector” dialog, as previously done.

Alternatively, users can also plug a procedural map, texture, or a proprietary shader onto its toggle!


Dirt: This function determines the main colour of the dirt areas of the geometry.

To change its default colour simply left click on its colour swatch and choose the desired colour.

Alternatively, users can also plug a procedural map, texture, or a proprietary shader onto its toggle!

Accessing procedural maps; etc.



The “Spread” value generally helps to feather the prominence of the dirt effect on the surface.

These values can be positive or negative, depending on the effect intended.




11-The beauty of this plug-in is that one can save out multiple variation effects as a separate rendered element (i.e. passes), to later compose in post…without any render compromises.

Personally, I like both results (i.e. value of 20.0 & -20.0) of the “spread” value.

It is also worth noting that, RichDirt rendered elements (i.e. passes) have the perfect contrast between bright and dark areas; therefore excellent to compose in post.

This process will be later explored!

Furthermore, the inner occlusion (IO) is one of the best and most unique features of this plug-in:

It essentially computes realistically the occlusion from the edges of an object. The images below depict its superior effect on surfaces.

"Inner Occlusion(IO)", disabled

"Inner Occlusion(IO)",enabled


12-The “Radius” function sets the distance of the dirt from its point of origin.

High values may turn the renders a bit dark, and make the dirt to lose its definition.

Users can also plug a procedural map, texture or a proprietary shader into its toggle.

"Radius" value set to 1.5m

"Radius" value set to 5.0m



13-The “Falloff” sets the amount of decay as the dirt expands away from its main point of origin.

This function is quite good to set the concentration of dirt on certain areas of a surface.

Users can also plug a procedural map, texture, or a proprietary shader into its toggle.

"Falloff" value set to 1.0


"Falloff" value set to 5.0



"Falloff" value set to 0.05



14- The “Bias” function helps to reinvigorate the appearance of dirt in a variety of directions (X; Y; Z).

Users can also plug a procedural map, texture, or a proprietary shader into its toggle.



15- In the “Extreme” group, there a number of functions to help RichDirt pick up tiny details/objects in the scene.

By enabling the “optimize thin” function, the plug-in will help accentuate the dirt visibility in areas that would have been “overlooked” otherwise.

The “Horizontal” ; “Upper Edge” and “Lower Edge” function sets the direction of the accentuation.

Users can also plug a procedural map, texture, or a proprietary shader into its toggle.

The “Up Slope” and “Dwn” function sets the degrees at which the “streaks” should stop following at.

The default value of 0.0 is set for the “streaks” to follow the surfaces in all degrees.

"Optimize thin", disabled

"Optimize thin", enabled

"Lower edge" set to 5.0



16-Under the “streaks” parameters rollout, we have the “streak map ” toggle and its parameters.

A-The “Streak map” toggle allow users to plug a procedural map, texture or a proprietary shader into its toggle.

By default, this function is overridden by the “Builtin” function.

The “use builtin Noise instead of Streak map” function overrides the “Streak map” toggle.

The “Builtin” function tightens up the streaks’ appearance.

"Builtin" value set to 3.0

"Builtin" value set to 13.0



The “For AO” function enables streaks on ambient occlusion (AO); and the “For IO” enables the streaks on inner occlusion (IO).

"For AO", disabled

"For AO",enabled



The “Amount” values determine the visibility on the streaks on the surface.

"For AO" and "For IO", set to 100


"For AO" and "For IO", set to 1



17- After having gone through most of its relevant parameters, it is commendable for users to save out multiple pre-sets as render elements (i.e. passes) for more control over its effects in post!

Let us start by first saving out the first RichDirt settings under the name of “strong Streaks”, in a new material library.

To create a new material library, simply select the relevant material slot on the material editor.

Next, click on the “get material” button to open the “material/map browser” dialog; followed by clicking on the “material/map browser options” button, and choosing the “new material library…” option from the dropdown list.

Name the material library “RichDirt passes.mat”.






18-Now that a new material library had been created, one needs to add the RichDirt material to the library.

While in the “material/map browser “ dialog, scroll down to the “sample slots” rollout. Select the relevant sample slot, and right click on it.

On the pop up list, choose the “copy to” option, followed by selecting the “RichDirt passes.mat” material library.




19-The next phase is to rename the saved material as “strong Streaks”.
Scroll back up to the newly created material library rollout.

Select the pre-saved material; right click; choose the “rename” option from list and type in the name in the dialog box.





20-To save the most recent changes; simply select the “RichDirt passes. mat” rollout, from the “material/map browser “ dialog, and right click.

On the dropdown list, choose the “ save” option from the pop up list.





21-To add the RichDirt as a render element (i.e. pass), simply open the “render setup” dialog box(F10).

Next, click open the “render elements” tab, and hit the “add” button; followed by choosing the “mr shader element” from the dialog list.




22- Once the “mr shader element” is loaded, scroll down to its “parameters” rollout, and hit on the “shader” toggle to load up the pre-saved RichDirt material.

Pick the relevant RichDirt material, and close the dialog.





23-Once loaded, drag and drop it onto one of the material editor slots. Choose the” instance (copy) method”, to close the dialog.





24-By default the pre-saved material is under the name of “map #66 (Rich Dirt). This is mainly due to the render element toggle only accepting the RichDirt map itself, as opposed to the entire shader.

Rename it “Strong Streaks”, by typing it on the material name field.





25-To create new variations and effects of RichRirt, simply drag and drop the current slot onto the adjacent material slot, and rename it .

Next, load up a new RichDirt pre-set from the dropdown list.





26-To test render the results of the newly created pre-set; simply select the original material slot from the top left slot (i.e. render override shader); followed by dragging the newly created material slot and dropping it onto the “diffuse” toggle of the top left slot.

The newly created material is now part of the material override toggle.
It is worth test rendering to see the results of the new RichDirt settings.

Prior to test rendering, disable the render element functions, to prevent Max from automatically saving it/them in a folder directory.







27-We now have multiple RichDirt parameter variations to use as rendered elements. If not satisfied with the current results, one could alternatively tweak the parameters further by plugging /mixing some of its toggles with Max’s procedural maps; shaders; textures; etc.

Once satisfied with the results, simply put this sample slot onto the“ RichDirt passes. mat” library, and save it over again, as previously done.






28-If there’s no desire to create new RichDirt variation elements, simply enable the render elements functions again, and add the newly created material to the list of elements, as previously done.

Also, it is worth renaming (i.e. type in) this newly created element from the “selected element parameters” name field.

This is mainly for one to be able to clearly distinguish the attributes of each listed element.






29-Now that everything is set, one can exit the isolation mode; disable the material override if desired; increase the sampling quality ; reset the render output size; set the t file type to TGA; etc.

One of the great aspects of the previously discussed methodology is that, one can access this pre-saved material library from a variety of different 3d scenes, on demand.





30-It is worth noting that one can also add other render elements such as ZDepth; Object ID; mr A&D Output: Diffuse Direct Illumination; etc; if desired.

As previously mentioned, the rendered elements’ contrast between the dark a bright areas are very apparent.

This is excellent for blending in post!





31- Once everything is rendered; in Photoshop, bring in your main rendered image and your elements.

To begin overlaying document layers, select one of the rendered elements document.

Next, open the channels tab, hold down the "CtrL" key and left click on the “Alpha” channel layer to select the main layer.

There should be a selection marquee around the Alpha area. Copy (Ctrl+C) the selected layer from the main document.

Now select the main render document, and paste it (Ctrl+V) the previously copied layer onto it.





32-Once the render element is on top of the main render, and adjusted, rename it and choose a different colour, to make a clear distinction between the two layers.

To edit layers, simply select it; right click and choose the “Layer properties” from the list.






33-To begin blending the render element, simply choose the “multiply” blending mode from the dropdown list, as it worked best for this exercise.

Next, create the “add a vector mask” tool. The “add a vector mask” tool is excellent to partially or fully omit elements of any given layer.

On the “tools” dialog box, select the brush tool (B); set the opacity to 30%, and begin brushing around the undesired areas.

The “add a vector mask” tool works best with white and/or black colours, when masking with the brush tool.

The black brush colour omits areas of the document; and the white brush colour does the opposite.

It is worth noting that, in addition to using the “multiply” blending mode, one can also reduce its overall appearance by simply decreasing its layer opacity value.

Bring in the other render element/s and repeat the previous steps.







34-The 3D renders below, depict the before and after shots using RichDirt.

As previously discussed, most 3D Visualisation clients would have preferred the RichDirt effects to be more subtle.

However, for the sole purpose of this exercise the RichDirt effect/s were made very visible...for obvious reasons.






I hope you have found the article interesting.

For more in-depth information and download of this Plug-in please visit:

http://www.enrichpro.com/en/richdirt/index.html


So far, I would like to give a especial “thank you” to the following group of experts; talented individuals and companies that have taken the time to look; test and recommend this product:

Cyrille Fauvel: Worldwide ADN Sparks program Manager; Autodesk Developer Network


Dano Battista: Director @ DB3D.co.uk


Iain Banks: Senior 3D Visuliser and owner of iainbanks.com


Graham Macfarlane: Visualisation specialist and Co-owner of Elyarch Ltd

Maher Zebian: Senior 3D Visualiser @ Glass Canvas Productions


Thorsten Hartmann - Infinity Vision



I hope you have found this article somehow useful!



My 3D Portfolio:

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


More tips and Tricks:

Post-production techniques

Tips & tricks for architectural Visualisation: Part 1

Essential tips & tricks for VRay & mental ray

Photorealistic Rendering

Creating Customised IES lights

Realistic materials

Kamis, 31 Maret 2011

3d images: Tackling unrealistic materials

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

3d images: Tackling unrealistic materials
3d images: Tackling unrealistic materials

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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.


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


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.

A very good resource to find seamless high resolution textures is, www.arroway-textures.com  

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/more realistic  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.

Note: Once a greyscale texture/bitmap is applied to the toggle, it will automatically override the function's numerical values (e.g. reflection, glossiness, etc).
The Reflectivity and/or the Glossiness will be based on the greyscale texture/bitmap information( e.g.  Less bitmap Contrast= diffused reflections/glossiness results;
More bitmap Contrast= sharper/linear results).











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!





More tips and Tricks:

Post-production techniques

Tips & tricks for architectural Visualisation: Part 1

Essential tips & tricks for VRay & mental ray

Photorealistic Rendering

Creating Customised IES lights

Creating a velvet/suede material 

FoxRenderfarm

www.arroway-textures.com 

Renderpeople

epictor.com



.

Minggu, 26 September 2010

Rendering: Demystifying the “use fast rasterizer(rapid motion blur)” capabilities

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

Rendering: Demystifying the “use fast rasterizer(rapid motion blur)” capabilities
Rendering: Demystifying the “use fast rasterizer(rapid motion blur)” capabilities

Read More



Image copyright of Glass Canvas Productions (http://www.glass-canvas.co.uk/
)
The above image was produced whilst at Glass Canvas. It came directly from 3Ds Max using mental ray; no post work was required.







As this rendering algorithm function is immensely powerful to tackle extreme memory issues related to geometry complexity; numerous users have repeatedly asked me to provide them with an insight into its fundamental capabilities.

It is worth mentioning that there will be a more in-depth discussion with practical examples about this rendering algorithm function, in our next book.

This rendering algorithm by default, doesn’t compute reflections, Global Illumination (i.e.GI), etc.However,there is a BSP in the background to process the reflection rays and/or GI, on demand only. The shadows are computed via shadow maps.

Having the above mentioned functionalities(i.e. reflections;GI,etc) to work seamlessly with this rendering algorithm has been a major hurdle for engineers.

This rendering algorithm processes renders in a similar manner to Renderman from Pixar, and it is fully capable to operate independently.

It rasterizes like a classical graphic card: This process involves projecting triangles onto the screen space, dividing the triangles into the pixel raster and/or subdividing them for sub-sampling of pixels.
The fact that this rendering algorithm discards the triangles of each pixel computed makes it uniquely robust. Especially when processing countless number of triangles.

Why is it not enabled by default?

Although very robust for complex scenes, its primary functionality is to deal with motion blur (i.e. similar to Renderman), which is not a common requirement for most Max users.
In addition, most interior scenes wouldn’t benefit a great deal as GI and reflections take longer to process through this rendering algorithm (i.e. “...BSP in the background to process the reflection rays and/or GI, on demand only...”).




Advantages of the “rapid motion blur” over the classical ray tracing algorithm


The “use fast rasterizer(rapid motion blur)” does the following:

1-Shades once
2-Adds the colour anywhere the triangle/s passes through (motion trajectory) –it essentially smears the colour over the entire image.


The classical ray tracing does the following:

1-Adds the triangle multiply to bsp-like data structures, so it’s visible at different positions where the bsp tree is to be added –It is worth mentioning that there are good optimizations in mental ray.

2-For each pixel (i.e. sample) where a triangle is visible it “calls” the shader/s. This process can easily trigger hundreds of “calls” to a shader ; and if the triangle/s contain reflections;such reflections
will subsequently “hit” further triangles (i.e. when working with complex scenes).
When “hitting” other triangles (i.e. other areas of the scene) their sub bsp trees are also loaded.

In conclusion, the classical ray tracing algorithm "touches” more triangles, and “calls” many more shaders than the “use fast rasterizer(rapid motion blur)” algorithm.However, the classical ray tracing algorithm is often recommended for interiors,if not using motion blur.


The image below benefitted a great deal from the “use fast rasterizer(rapid motion blur)” algorithm.




I hope you have found this post useful.

Ta

Jamie




My 3D Portfolio:



More tips and Tricks:

Post-production techniques

Tips & tricks for architectural Visualisation: Part 1

Essential tips & tricks for VRay & mental ray

Photorealistic Rendering

Creating Customised IES lights

Realistic materials

Creating a velvet/suede material 

FoxRenderfarm

www.arroway-textures.com 

Renderpeople

epictor.com




Minggu, 23 Mei 2010

3d: A technical look at the rendering powers of mental ray 3.8 in 3ds Max 2011‏

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

3d: A technical look at the rendering powers of mental ray 3.8 in 3ds Max 2011‏
3d: A technical look at the rendering powers of mental ray 3.8 in 3ds Max 2011‏

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I have recently contributed to an article for CG Society about 3ds Max 2011 and mental ray 3.8

Please have a good read and give me your critical observation.


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


Finally, the image displayed in the article is based on the step by step tutorial series recently produced for 3D Total; I hope you also take a look at them.

The tutorials were tailored for Max 2010, using different techniques to achieve the same results.

The grey 3D Model was provided by the talented Viktor Fretyan.

Ta

Jamie



My 3D Portfolio:



More tips and Tricks:

Post-production techniques

Tips & tricks for architectural Visualisation: Part 1

Essential tips & tricks for VRay & mental ray

Photorealistic Rendering

Creating Customised IES lights

Realistic materials

Creating a velvet/suede material 

FoxRenderfarm

www.arroway-textures.com 

Renderpeople

epictor.com