Kamis, 31 Maret 2011

3d images: Tackling unrealistic materials

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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

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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


Kamis, 01 April 2010

3d: New mental ray valuable Tips

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

3d: New mental ray valuable Tips
3d: New mental ray valuable Tips

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Hi All,

I have just added a post about understanding and fine-tuning the BSP tree parameters

The post was recently updated ,and can be found here.


I hope you find it useful!

Finally, keep an eye out for this thread (i.e. dates), as it's constantly being updated!!

Ta



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

Jumat, 15 Januari 2010

3d: Article featured in 3D World Magazine

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

3d: Article featured in 3D World Magazine
3d: Article featured in 3D World Magazine

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Hi All,

I have recently contributed to an article about mental ray, in the issue 126 of 3D World magazine (page 53). If, perchance, you manage to see a copy of that particular magazine, have a good read and give me your critical observation, please.

www.myfavoritemagazines.co.uk


www.3dworldmag.com














My 3D Portfolio:


Also, check my 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

Creating a velvet/suede material 

FoxRenderfarm

www.arroway-textures.com 

Renderpeople

epictor.com

Selasa, 12 Januari 2010

3ds max: mental ray_Normal FG process VS Render to texture FG process

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

3ds max: mental ray_Normal FG process VS Render to texture FG process
3ds max: mental ray_Normal FG process VS Render to texture FG process

Read More



Not long ago someone asked me if there was a function in mental ray that could enable a user to compute the final gather solution of the entire scene, from one still camera.

After scratching my head for few minutes, I came up with a solution:

Rendering to texture (0)- This function forces mental ray to compute the FG solution and render each selected object in the entire scene:

1-Open the render setup dialog box and set the fg to its draft default settings.

2-On reuse (FG and GI disk caching) parameters, under final gather map group, set mental ray to incrementally add FG points to map files and set its file name. Note that the, calculate fg/gi and skip final rendering function, is overridden by the, render to texture process, therefore unchecked for this particular exercise.





3-In the scene, select all objects (only) and press 0. The render to texture dialog box should appear. Set its output path. On the objects to bake parameters, under name field, you should see a list of all previously selected objects in the scene.





Scroll down to output name field; click add and select the diffusemap element. Note that, we are only choosing these settings in order to force “render to texture” to render and save the FG solution.

4-On target map slot, choose varies.

5-On map size, choose 512x512, followed by enabling lighting and shadows functions, on selected element unique settings group.

6-On baked material parameters choose the output into source function and Save the Max file (ctrl+s).

7-Set the mental ray’s sampling quality to draft and click render.








8-Choose ok to any of the dialog warnings that may appear. Once the render to texture process is finished, close the Max file without saving.

9- Reopen the Max file; set mental ray to read from the previously saved FG solution and render the scene from a variety of different camera angles at high resolution.

It is worth mentioning that this FG solution may give you slightly different results than the conventional (i.e. normal) FG process. These FG variations are no different to the ones often encountered between Net render and local render, or distributed bucket rendering.

Finally, if the Max file crashes during the FG computation, it is worth re computing the render to texture FG process again(i.e. delete the current FG map and re compute); as FG map file may be corrupt. Also, overwrite any previously saved render to texture files.





Please see below the render results with and without the render to texture FG process:

Alternatively, one could also use the distortion (lume) shader to create a 360 degree FG solution however; the FG solution will be based on the original camera position.
For those not familiar with the above methodology, it is covered in detail in the 2nd edition of our book.


I hope you have found this post useful.

Ta

J



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

3d: mental ray_The usual suspects: Displacement and Proxy errors

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

3d: mental ray_The usual suspects: Displacement and Proxy errors
3d: mental ray_The usual suspects: Displacement and Proxy errors

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The above image was produced whilst at GMJ Design ltd


Although we had meticulously covered numerous ways of optimizing the 3D scenes and rendering times in our latest book, the following tips will further help you to address other common memory errors.

With displacement and proxies,the memory is only allocated at render time. So even when your small test renders seem ok and the FG files had been cached, your computer may still run out of memory when rendering the final high resolution image.

Overcoming the problem:

1- Ensure that you have opened the mental ray message window dialog box with all its functions checked, in order to follow the rendering process and detect any problems, whilst paying attention to the buckets being rendered on frame buffer.

2-Proxy errors are often only detectable by looking at the last rendered buckets computed on the frame buffer before the crash, and the last messages from mental ray messages window dialog box.

Normally it should read as follows: “...mip binaryproxy= Loading ...bytes geometry.”

Followed by this message “... progr= scene cache flushed asynchronously ...MB for module job, now: ...MB” and the final mental error message dialog box: “The render was cancelled due to insufficient memory...”.









These errors can be rectified by first changing the ray tracing acceleration to BSP2 type.




Next, ensure that you reduce the amount of copied proxies in your scene. By that, copy instance all similar plants, grass or/and trees in the scene(or other types of geometry) . If there are too many sets of different plants and trees in the scene, then it would be worth attaching them as normal copied meshes first, and later convert them into proxies.


This exercise is to reduce the amount of copied proxies in the scene. The ideal situation would be to have mental ray load up proxies only once (i.e. multiple instanced proxies or one big proxy with different sets of plants, trees etc, originally attached together as one mesh).

Finally, reduce the density of the relevant geometry and increase the page file as previously shown. The process of creating and working with proxies is covered in detail in the 2nd edition of my book with Roger.



3-Displacement errors are easier to detect and tackle. The mental ray message should indicate the “rogue” object/s’ name and mention “...retesellation...”: “...ms from ground (geomObject(mesh00)...”.

followed by “...aborting, not possible to avoid retesellating...”; “...scene cache flushed asynchronously...”.

And the final mental ray error dialog box reading: “The render was cancelled due to insufficient memory...”.







To solve this problem, simply open the renderer tab, on shadows and displacement parameters, under displacement (global settings), change the Max. Subdiv value to 1k or lower. This should be sufficient. Note that, values lower than 256 may result in a very faceted displacement (i.e. not accurate), so it is worth gradually decreasing/test rendering the values without compromising the quality too much.




Note: In addition to the above mentioned,in very extreme and difficult cases of memory loss, one can additionally enable the "use fast rasterizer (rapid motion blur) function, from the "rendering algorithms" parameters.
This rendering method will bypass most mental ray memory issues.

It is worth noting that although very powerful, this rendering algorithm disables some of render elements. To override this, simply render the file output to an EXR file extension type, provided one has the material IDs/Object IDs,etc, originally enabled in 3Ds Max.

If facing difficulties extracting these EXR passes in Photoshop,After Effects,etc;simply switch your 3Ds Max back to standard mental ray rendering algorithm when computing your AO pass, and enable your rendered elements again; with cached FG at a very low res to render the final output in higher res.

I hope you 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