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M O N D A Y , 2 0 M A Y 2 0 1 3
Photorealistic rendering: Vray and mental ray :3d images
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Lighting a scene realistically is one of the most challenging
aspects ofproducing photorealistic renderings.
The following article/tutorial will focus mainly in easy
techniques tohelp users achieve acceptable results, even when
working onrelatively bare/simple scenes.
One of the preliminary steps often taken to light up a
scenerealistically, is to create a clear definition between dark
and brightareas: Depth.
To achieve this, simply ensure that, theres enough distance
betweeneach light in the scene.Also, test render the effect of each
light created, especially when akey parameter is changed.
Photorealistic rendering:mental ray Its common practice tocreate
photometric Target lights in the Left or Front viewport to setits
directional point (e.g. downwards).
Once the first light had been created, go to the Modify
commandpanel and set its shadow type to Ray Traced Shadows, to
enablemental ray to trace shadows more accurately.Also, the
distribution type is often set to photometric web, followedby
locating and choosing the appropriate IES web file.
Once the light is created, one should remember to disable
theTargeted function. This action will later prove crucial when
copying/instancing lights across the scene.
JAM IE CARDOSO
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While it may take slightly longer to render, soft shadows
arecommonly used to make the renders look more realistic. To
createsoft shadows simply scroll down to the Shape/Area shadows
rolloutparameters and change the Emit light from (shape) to Disc
type.Its Radius controls the shadows softness: Sharp shadows= low
values;Soft shadows= high values.
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3ds max: Essential tips& tricks for Vray andmental rayThe
above imageborders were extended
by 2000 pixels (in width) to eachside using the Overscan
scriptExtending the camera ...
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To control its intensity, simply open the
Intensity/Color/Attenuationrollout, and pan down to Dimming group,
followed by enabling theResulting Intensity and increasing its
value.
Test render each value tweaked to achieve the desired
result.
To quickly test render, one can simply use a white override
material(with its reflectivity set to 0.0) for the sole purpose of
creating thecorrect amount of depth in scene (e.g. dark and bright
areas of thescene).To use any specific IES light, one can choose
from any of the predefined (Select Template) list; or by loading it
from the Distribution(Photometric) rollout toggle. One can preview
the IES physicaldistribution From the Open a Photometric Web file
dialog and/orfrom the Distribution (Photometric) thumbnail.
Photorealisticrendering: Vray andmental ray : 3d imagesThe 3d
Images shownabove were created
and rendered whilst at Glass CanvasProductions. To see my
entireportfolio and the arch...
3D Realism: Practical& Easy WorkflowsHi All, The aboveimage
is part of aproject I have finished
for a client recently. The final fileswere produced in two
versions: for...
3ds max: mentalray_Converting a vrayMax scene to mentalrayAlso
check this new
article in this Blog: 3DRealism:Practical & Easy
Workflows**************************************************...
3d: Creatingcustomised IES weblights for vray ormental rayThe
following tutorial
assumes that the user has a basicknowledge of creating and
usingVRayIES and Photometric lightsparameter...
Crafting 3DPhotorealism: LightingWorkflows in 3ds Max,vray and
mental rayHi All, I have just
completed my latest stepbystepbook, about 3D photorealistic
renders. The bookis entitled: Crafting 3D...
3ds max: Creating a Velvet/Suedefinish with Vray or mental
ray
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Furthermore, users can also decrease the image Sampling
Quality
After few requests topost a tutorial aboutcreating avelvet/suede
fabricfinish, I have managed
to put something together. The f...
3d images: Tacklingunrealistic materialsIt is worth noting
thatthe following is a fullversion of an article I
have recently contributed to. Pleasehave a look at the 3D World
...
Autodesk: mentalray_Valuable Tips 2Mental ray_Glassfritting
effect Theglass fritting effect is
commonly required by numerousclients in the 3D Visualisation
sector:Th...
3d images: OfficeReception Renderingwith Vray...and mentalrayThe
above image is
part of a project I have finishedrecently. It was produced with
3DsMax and VRay. However, I have alsogot the sam...
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and the overall render settings to speed up the test
renderingprocess.
The idea behind this technique is to prevent users from spending
toomuch time test rendering the lights with all the materials
andreflections enabled.Once satisfied, simply begin to copy
(instances), test render and placethe lights accordingly in the
scene.
mental ray (14)
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Photorealistic rendering:In Vray Users often open the
Createcommand panel and choose VRay from the drop down list.
B L O G A R C H I V E
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May 2013 (1)Photorealistic rendering: Vray
and mental ray : 3d...
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S T A T S
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Next, one can create the VRayIES light by simply selecting
itsrespective button first, followed by clicking on the VRayIES
buttonnext. Finally click in the Left or Front viewport, and drag
its targetdownwards to create it.
Once the target of the light is set, go to the Modify command
paneland disable its targeted function. As mentioned earlier, this
actionwill enable the user to easily copy/instance lights across
the scene.
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Next, locate and load the appropriate IES light file by clicking
on itstoggle. To preview the IES web file in the viewport, one can
simplycreate a default Max photometric light, turn it off and use
itsDistribution (photometric web) rollout for the sole purpose
ofpreviewing the IES web file inside 3Ds Max.Alternatively, one can
use the IES generator software. To help pick up tiny shadows (e.g.
grass, etc.), one should reduce theshadow bias values.
As mentioned earlier, while soft shadows may increase the
rendertimes slightly it will also help make the renders more
realistic.
To enable soft shadows with VRayIES lights, simply do the
following:
Open the notepad dialog by typing in the word notepad, on
thewindows start up text field.
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Next, locate the relevant IES file in your computer folder,
followedby dragging and dropping it into the notepad dialog. Its
numericalvalues should appear.
To soften the shadows, one should only change three of its
values.These values are often the three zeros that appear after the
numbers1, 1 and 2.
Change those three zeros to 0.5; 0.5 and 0.5.Its worth noting
that, the suggested values work well for my scenes.However, feel
free to experiment with different values, if desired.
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To control its intensity, simply increase its power values.
As mentioned earlier, users should test render each value
tweaked toachieve the desired result.As in mental ray, one can also
use a white override VRay material(with its reflectivity set 0.0)
for the sole purpose of creating thecorrect amount of depth in
scene (e.g. dark and bright areas of the
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scene).
To further decrease the rendering times whilst test rendering
thelights in Vray, simply decrease the Sampling Quality and
theoverall render settings.
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As previously mentioned, the idea behind this technique is to
preventusers from spending too much time test rendering the lights
with allthe materials and reflections enabled.
Once satisfied, simply begin copying, test render and place the
lightsaccordingly in the scene.
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Test rendering each light created with Vray or mental ray will
enableusers to preview their effect in the scene, and subsequently
tweakthem further, if necessary; thus preventing the common mistake
ofoverexposing/scorching the 3D scene with too many lights,
and/orhaving the lights too close from one another.Its worth noting
that, prior to lighting up a scene, most materialsand their basic
parameters (e.g. UVW Mapping, etc.) should beapplied to their
respective objects first.
While creating the correct amount of depth in scene will help
makethe renders more believable, the light colours will also prove
evenmore crucial in achieving that ultimate photorealistic look.The
following examples will help demonstrate how to quickly
applyrealistic colours of a photo to a light source in both Vray
and mentalray.
In addition to applying IES lights to a scene, one can make
therenders look more realistic by picking colour/s of a real
photoreference.To do so, first load the relevant photo in the scene
(e.g. Rendering >View Image File).
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Next, select a light and open the Modify command panel.
Photorealistic rendering: In mental ray, scroll down to
theIntensity/Colour/Attenuation rollout.
Click and hold the Filter Color swatch. Its Color Selector:
FilterColor dialog should appear.
Click on its sample screen colour button and pick any part of
theloaded photograph. To mix colours, simply hold down the Shift
keyand continue picking
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Photorealistic rendering:In Vray, scroll down, followed by
selectingand holding its Color swatch to enable the Color Selector:
FilterColor dialog.
Click on its sample screen colour button and pick any part of
theloaded photograph. To mix colours, simply hold down the Shift
keyand continue picking.
In addition to picking and using the colours of a real
photo,production companies also use a blurred version of the same
photo aslight source to help make the render more realistic.Its
worth noting that, while this methodology is utterly effective,
italso increases the rendering times slightly.
Photorealistic rendering:In mental ray, to create the
additionallight/s with a blurred map, simply create a new
sphericalphotometric light using some of the techniques covered
earlier.
To change the light to Uniform Spherical, simply open the
Modifycommand panel and expand its General Parameters rollout.
In the Light Distribution (Type) group, choose the
UniformSpherical from itsdrop downlist.This light distribution type
willprovide users with the numerical value to be added later in
themental ray Light shader.
Next, scroll further down to the mental ray Light Shader rollout
andenable its function.Please note that once this function is
enabled; all the default lightparameters are automatically switched
off. So even when the light is
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physically turned off the light shader parameters will still
affect thescene.To disable it, simply uncheck the Enable
function.
To plug a light shader, simply click on its toggle, and double
click onthe Light point type to choose it from the Material/map
Browserdialog list.
To view its parameters, open the Material Editor dialog first
bypressing the M button.
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Next, drag and drop the light shader toggle into an empty
materialeditor slot; followed by choosing the Instance type, from
Instance(copy) Map dialog. Its parameters should appear on the
materialeditor dialog.
Most of its parameters are selfexplanatory. Before plugging a
blurredmap to its Color toggle, enable the Shadows and the
Attenuationfunction.
The Attenuation function determines the furthest distance of
thelight source from its original point.
The Attenuation Start value should always be 0.0, unless theres
aspecific requirement.
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Users often use the Radius values from the Shape/Area
Shadowsrollout parameters to preview the Attenuation End value in
theviewport, without having to test render.
VRay users can also use this value to preview the size of the
lightsource; followed by turning it off once satisfied.
When using light sources to cast colours of a real photo onto
surfaces,users should always place the light/s in a position where
it will affectas many surfaces as possible.For instance, in an
interior scene its common practice to place thelight between the
floor and ceiling of each floor. In addition, thelight should be
slightly dimmed to prevent bleaching areas of thescene.
Its sole purpose should be to create colour variations in the
scenewith a faint brightness; and to also break up even specular
patterns.
Next, locate the relevant blurred image and load it in the
Colortoggle. When possible, always use an HDR (high dynamic
range)spherical panoramic image. If the shot happens to be
aphotomontage, one should seriously consider taking a
panoramicphoto of the environment in question. Otherwise, one can
simply use a standard non panoramic blurredJPEG image.
To blur an image, simply open it Photoshop and use the
GaussianBlur filter. The reason for blurring an image is to avoid
having verywell defined colour patterns, sharp shadows and
increased renderingtimes.
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Once the image is loaded, if the original bitmap is
panoramic,change its Coordinates parameters to Environment type,
and themapping to Spherical Environment.In addition, one can also
decrease or increase its default Blur valuesto about 100. Blurring
it to 100 will decrease the rendering timesdramatically.
Loading a sharp image and blurring it in 3ds Max with the
Blurfunction will never yield good results. The rule of thumb is to
load apre blurred image and blur it further in Max to 100, if
necessary.
To control image intensity, simply scroll down and open its
Outputrollout parameters.Also, increase its RGB Level value
accordingly by test rendering withthe Material Override
enabled.
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To clearly see the immense benefits of this methodology,
thefollowing images will depict examples of a very simple scene
litwithout a mapped image, with a mapped image, with an
additionalIES light source and an IES light on its own.
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Photorealistic rendering: In Vray, to create a spherical light,
one isrequired to first create a sphere primitive, with the
desiredproportions.
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Next, create a VRayLight object using some of the steps
coveredearlier. Open its Modify parameters and choose the Mesh type
fromits dropdown list. This light type will allow the user to plug
a blurredimage to its toggle. See fig. 41 and 42
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Scroll down to its Options group and enable the following
options:
Cast shadows
Invisible This function will make the light object invisible to
thecamera
Store with Irradiance map When using the light source as Mesh,
therendering times will increase dramatically. Enabling this
function willhelp reduce the rendering times massively. Otherwise,
one candisable it.This function will only work if the Irradiance
map is being used inthe VRay:: Indirect Illumination (GI) rollout
parameters. For thisreason, the Irradiance map parameters should be
set above theminimum required.
Affect reflections This function is often disabled to prevent
havingthe light being visible in reflections.While the above
mentioned settings often work well in my scenes,feel free to try
different ones, if desired.
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Scroll further down to the Texture group, and load the desired
imagein its toggle as previously covered.
To view its parameters, simply open the Material Editor (M)
first,followed by dragging and dropping the toggle into an empty
materialeditor slot.
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Choose the Instance copy method, and use similar parameters to
theones covered earlier.
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If necessary use the Cropping/Placement handles to choose
specificareas of an image to be used as a light source.It's also
common totweak with the "Bitmap" "Offset" coordinatevaluesin "V"
and/or "U" to help target specific areas of the bitmap.
Finally, scroll further down to the Mesh light options and
select itstoggle, followed by picking the relevant mesh in the
scene. Itsintensity can be controlled through the images RGB Level
value,or/and from the lights Physical Multiplier value.
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Note: When implementing the above mentioned technique
usingtheVRay mesh light, the default "Sampling" "Subdivs" value of8
mayyield inaccurate/unrealistic shadows. Tocorrect this, simply
increasethe "Subdivs" to 64.
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While this value willproduce realistic/accurate shadows, it will
NOTincrease the rendering times due to the"Store with Irradiance
map"function being enabled.Furthermore, when sendingthe
finalrender, the "Indirect Illumination" "Irradiance map " values
need tobe set to "Medium" or "High".
All the spherical lights depicted in the 3D scene below,
werecreated using the techniques highlighted earlier, for VRay
andmental ray.
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Note: If the bitmap colours emitted by the sphere light are
notprominent enough in the scene, simply use the "Color
Correction"procedural map on top of the main bitmap;
andincreaseits"Saturation" value until satisfied.To apply it,
simply open the"Material/Map browser" dialog andchoose it fromits
list. Thistopicwas covered in this postHERE.Alternatively, increase
the saturation in Photoshop and resavethemain bitmap.
To implement the same technique to emulate interior studio
lightingor a light being emitted from a selfilluminated display
screen,simply create a VRayLight object.
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To control its physical size, open the Modify command panel,
scrolldown to the Size group and tweak with its Halflength and
Halfwidth values.
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To plug an image to the light, scroll down to the lights
Texturegroup and click on its toggle to enable the Material/Map
Browserdialog.
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Photorealistic rendering: In mental ray To emulate a
similareffect in mental ray (e.g. Interior studio lighting or a
light beingemitted from a selfilluminated display screen), simply
create a mrSky Portal object.
To control its size, open the Modify command panel, scroll down
tothe Dimensions group and tweak with its Length and Width
values.
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The mr Sky Portal is set to Use existing Skylight by default.
Thisoption only works when a Skylight object is already in the
scene. Themr Sky Portal helps to redirect the Skylight rays through
where themr Sky Portal is positioned (e.g. through open windows,
etc).
To use the mr Sky Portal for interior scenes, one is required
toenable the Custom function first, and click on its toggle;
followed bydouble clicking the Gamma & Gain shader from the
Material/MapBrowser dialog list.
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To edit the Gamma & Gain shader, simply open the Material
Editorfirst, followed by dragging & dropping it onto an empty
materialeditor slot. In the Instance (Copy) dialog, choose the
Instancemethod and OK to close it.
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Its parameters should load up. To plug a texture/HDRI simply
click onthe Input toggle and locate the relevant image.
Its multiplier value can be controlled through the Gain
(multiplier)values; or through the images RGB Level as previously
shown. Inaddition, one can also use the mr Sky Portals On
Multiplier value(1.0 by default) to help bump up the intensity of
the light.The Reverse gamma correction (DeGamma) function is
enabled bydefault; which means brighter values are equivalent to
high negativevalues. To reverse this, simply disable it.One can
also control the Gamma values of the image by tweakingwith the
Gamma values. See fig. 57 and 58
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All the rectangular lights depicted in the 3D scene below,
werecreated using the techniques highlighted earlier, for Vray
andmental ray.
To emulate the Payless selfilluminated display screen on the
righthand side; I have simply created an object with a Payless
selfilluminated bitmap assigned to the object, and placed a
rectangularlight in front of it to emit rays of the same image
using thetechniques covered earlier.
Finally, one can also use the same approach with Skylight
objects,when creating external shots.Photorealistic rendering:In
mental ray: When using the Daylight
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System, users often disable the Skylight option and create a
separateStandard one.
The Standard Skylight object provides users with the flexibility
toindependently plug custom shaders, colours and images to its
toggle.
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Alternatively, users can enable the Use Scene Environment
option,to extract the sky data from the Environment Map toggle
(press 8 tobring up its dialog). For Photomontages and film shots,
users often plug theEnvironment/Background Switcher shader to its
Environment Maptoggle.
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For further information about this shader, please check this
usefularticle HERE.
Photorealistic rendering:In Vray Users are simply required
tocreate a standard VRayLight object as previously shown, and
changeits Type to Dome. Dome light is equivalent to Skylight
object.
As with most VRay lights, users can control its intensity with
theMultiplier values.To plug an image, scroll down to its Texture
group and click on itstoggle to bring up the Material/Map Browser
dialog. Often someusers apply a standard image; and most
professionals prefer to usethe VRayHDRI shader.
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To edit the VRayHDRI parameters, first open the Material Editor
(M),followed by dragging and dropping it from the Texture toggle
ontoan empty material editorslot.Choose the Instance method.
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Once the VRayHDRI parameters are loaded, click on its
Browsebutton to locate and pick the relevant HDRI file.
While the Skylight shadows should yield diffused results, some
usersprefer to turn off the VRaySun object and use the Dome light
togenerate both direct and indirect shadows (e.g. diffused
shadows).
Most HDR images come with a reflection image (e.g. sharp), and
theenvironment image (e.g. blurred to emit diffused light). To
generateboth direct and indirect shadows, one is required to use a
sharp HDRI.Users often tweak with Horiz. rotation and Vert.rotation
values tocontrol its position in the Material Editor slot
thumbnail.
Also, the Overall mult. value will help control the brightness
of thelight/scene.Depending on the results intended, most users
choose the Map typeto be a Spherical environment. For acceptable
results, one isrequired to have the Irradiance map and the Light
cache parametersvery high.
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Furthermore, one should copy and paste/ instance these
VRayHDRIparameters into the Environment Map toggle.To override
either the GI Environment (diffused light) or whats beingreflected
in the scene Environment Map toggle; one should open theRender
Setup (F10). In the VRay tab, expand the VRay::Environment rollout
and use one or both of its parameters(e.g. GIEnvironment (skylight)
override and/or the Reflection/refractionenvironment override).
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Once the lights and colours have been signed off, one can
thendisable the material override to finalize tweaking the
materials/reflections/glossiness, and perhaps finetune minor light
settings(e.g. boost up or decrease certain values).
The 3d images below depict some of many results I have
personallyproduced, with Vray and mental raywhilst using the
techniquescovered in this article.
3D Image created and rendered whilst at GMJ design ltd
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3D Image created and rendered whilst at GMJ design ltd
3D Image created and rendered whilst at TP Bennett
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3D Image created and rendered whilst at TP Bennett
I hope you have found this article interesting!
My 3D Portfolio
Also check:
Realistic materials
Postproduction techniques
IES lights
Selfilluminated materials
Architectural Visualisation Tips & Tricks
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POSTED BY JAMIE CARDOSO AT 18:56
LABELS: 3D, 3DS MAX, AUTODESK, LIGHTING, MENTAL
RAY,PHOTOREALISTIC RENDERING, PHOTOREALISTIC RENDERS WITH
MENTALRAY, REALISTIC RENDERS, RENDERING, VRAY
1 5 C O M M E N T S :
Lawrence Jorge R S 20 May 2013 at 19:44Very nice work!
Congratulations, thanks for share !Reply
Jamie Cardoso 20 May 2013 at 20:45Hi Lawrence,
Thank you very much for your kind comment here. I
reallyappreciate it!!!
TaReply
Xavier 23 May 2013 at 04:15This is awesome, took me quite
sometime to digest all.Reply
Jamie Cardoso 23 May 2013 at 04:25Hi Xavier,
Thank you very much for your input here...and I am glad thatyou
have liked it!!!
TaReply
Nilesh Arakh 20 September 2013 at 23:19nice work thank you for
shareReply
Jamie Cardoso 21 September 2013 at 02:05Thank you Nilesh. It's
much appreciated!
TaReply
Purple Star 29 December 2013 at 13:29
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Please advise on how to make urban architectural renderingas you
have on your home page.
Is there a plugin for this?and.... would this aspect be covered
in your book?Reply
Jamie Cardoso 3 January 2014 at 08:31Hi Marium,
Thank you very much for your input here!!!The book features a
day, and a night shot of the building yousee in the book captions;
and the interior depicted in thebook cover (day and night
tutorials). In addition, users also have the context model of
thesurrounding buildings!Furthermore, the book doesn't cover
modelling as such.However there are essential tips on bringing
models fromAutocad into Max; tips on creating accurate model s from
caddrawings in Max; etc.All the above mentioned tips and tricks can
be found inChapter 1 !!
After chapter 1, the subsequent chapters are detailed stepbystep
tutorials...with further tips & tricks thrown into themix
occasionally!
Finally, as mentioned in the table of contents of the
article,the book covers preproduction; production and
postproduction!
TaReply
x 17 January 2014 at 10:22just got your book and love it! one
question though. In anexample above you use a sphere to be used as
a mesh light invray. why not just create a vray sphere light and
insert theblurred image into the texture channel of the sphere
light? Iwould think this would render quicker than the mesh light.
Isthere any advantage to using the mesh light over the
spherelight?
thanks in advance.Reply
Jamie Cardoso 17 January 2014 at 19:52Hi There,
Thank you very much for your input here. It's
muchappreciated!!!
The reason for NOT using the Vray sphere light, is simplybecause
my version of vray doesn't allow users to plug anybitmaps to it
(assuming your version of vray does? (e.g. itsbitmap toggle is
greyed out by default)).
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Again, thank you for your input here!!!
TaReply
Lasitha Ishan Petthawadu 19 January 2014 at 14:11I learnt a lot
from your article, appreciate the effort taken toexplain in detail,
Thanks againReply
thecreep 14 February 2014 at 07:52Hi Jamie,Thank you for your
great blog, tutorials. I've learned a lot ofthings from you :) now
I have a stupid question: You said: "Toemulate the Payless
selfilluminated display screen on theright hand side; I have simply
created an object with aPayless selfilluminated bitmap assigned to
the object, andplaced a rectangular light in front of it to emit
rays of thesame image using the techniques covered
earlier."First,Can you please give me a bit detail about this
subjectand second direct me to the link "techniques covered
earlier".Reply
Jamie Cardoso 14 February 2014 at 10:00Hi there,
Thank you for your input here. Its much appreciated!What I meant
was that, in addition to applying avraylightmtl(with the "orangy"
payless bitmap), onto theobject on the right hand side, I
rectangular vray light wasalso created with the dimensions of the
same object, and thesame "orangy" payless bitmap was also plugged
to its light"texture" group. If you read the entire article you'll
see where the section ofapplying a texture to a vray rectangular
light was beingdiscussed!Please see below one of many images used
to describe thistechnique:
http://2.bp.blogspot.com/Wn650pIjzlE/UZrEy6HI2fI/AAAAAAAABTM/CW1JavKX7TY/s1600/Photorealistic+rendering+with+Vray+or+mental+ray_52+.jpg
Regards
Ta Reply
Kent Touchthis 29 March 2014 at 18:39Nice Work Sir!!! But can
you post about photorealistic
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exterior house designs rendering? Please SirReply
Jamie Cardoso 5 December 2014 at 09:32Yes, I'm creating an
article about i!
If you happen to have other suggestions about tutorials,please
email me on:
[email protected]
Ta
JamieReply