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So many posts...
show user profile  HANZZ
The reason I've been posting so much lately, is because I'm edging into tackling the one area of 3d I've never done before, which is photorealistic stuff. Right now, I'm trying to find all the exact ways to get an object to cast light, short of the freeware scripts that simply create a light at every vertex or the like. If anyone can divulge the exact process by which an object can cast light from itself or from a texture it is mapped with, I'd certainly appreciate it. I know that it can be done, so just saying it doesn't really help, and I've actually done it in the past, but damned if I haven't spent over 3 hours tonight trying to figure it out again with no results. Thanks for all legit replies.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 1252 times
5/22/2006 2:36:26 AM (last edit: 5/22/2006 2:36:26 AM)
show user profile  STRAT
try signing up at the cgarchitect site. there's hundreds of papers on the technicalities of radiosity over there.





SJLEWORTHY.COM











read 1241 times
5/22/2006 2:56:26 AM (last edit: 5/22/2006 2:56:26 AM)
show user profile  TiMoN
I assume you already know about the glow/lume mental ray material.

if not.

Enable MR.
Enable Final gather.

create a mental ray material, set the surface map to Glow/lume.
tweak its settings as needed and apply material to whatever object you like.

render and tweak some more.

It works really well and renders pretty fast, depending on the FG settings.
Only main issue is that it does not support GI or caustics. (IE it does not emit any photons.)

Terribly boring signature.
read 1237 times
5/22/2006 3:00:39 AM (last edit: 5/22/2006 3:00:39 AM)
show user profile  HANZZ
That's appreciated, timon! I'm currently taking photographed backgrounds, and figuring out ways to get them to directly light a 3d object, instead of having to create clumps of lights everywhere. I've done live plate/cg foreground stuff before, but I want to approximate the lighting in an actual photo as directly as possible, and this method definitely works. I'm looking now at getting this method to cast shadows, but it seems not to do it just yet. They may have to be composited, which sucks ass. We'll see.

If anyone knows of other ways to get an object to emit light (raytracing also has a solution I can't remember) please let me know. Or, if anyone knows any links to photorealistic lighting tuts online in 3dsmax, lemme know, and thanks!

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 1168 times
5/22/2006 12:22:56 PM (last edit: 5/22/2006 12:22:56 PM)
show user profile  cybling
Why would compositing something suck ass? Gives you far far more control over your elements - if you're smart you'll harness that abilty and not rely on renders straight from max.

Anyhoo, what your descibing seems to be HDRI. Light emitting from an image...HDRI is exactly that. Otherwise its just a case of making an object's shader/material emit light by ramping up intensity/self illuminance and using an GI solution of sorts.

-- http://www.diversion-film.com
http://www.aidangibbons.com

read 1157 times
5/22/2006 12:36:17 PM (last edit: 5/22/2006 12:36:17 PM)
show user profile  ra|ru|fu
Folks at cgtalk are trying to figure out how to make the ctrl_objectlights geometry shader to work in max. Unfortunately it's not quite there yet.

info about the shader:http://forums.cgsociety.org/showthread.php?t=213012&highlight=ctrl_objectlights

cgtalk thread: http://forums.cgsociety.org/showthread.php?t=104578&page=212&pp=15


read 1150 times
5/22/2006 12:40:55 PM (last edit: 5/22/2006 12:40:55 PM)
show user profile  Nik Clark
http://www.max-realms.com/modules/tutorials/guide_to_hdri_lighting.php

Anything useful in this one? Iit's for combining backgrounds with rendered stuff, hdri, etc.





read 1144 times
5/22/2006 12:42:17 PM (last edit: 5/22/2006 12:42:17 PM)
show user profile  HANZZ
For the situation I'm testing out, composting sucks ass because the lighting and shadows for the model in the environment will be coming from the background plates themselves. A cyclorama or perhaps a skydome will be giving the lighting, and I need to be able to get the shadows of the object on the floor of the environment, and given that the bounces of light off the model onto the floor won't pick up unless they are rendered directly with everything visible, it's pointless.

And before anyone goes into a rebuttal about how "it's done all the time in movies" I realize that. They also have tons of specialized code for things that are problems against rendering planning, namely a rendering TD, whose job it is to figure out detours around problems like this one. Which is what I'm currently trying to do.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 1105 times
5/22/2006 2:24:48 PM (last edit: 5/22/2006 2:24:48 PM)
show user profile  Dub.
Goddammit Hanzz you whinge a lot.

We do photoreal stuff all the time at work mostly without the use of any proprietry code.

And of course you have to comp your shadows. There is no other way of doing it no matter what plugins you have.


read 1093 times
5/22/2006 2:43:29 PM (last edit: 5/22/2006 2:43:29 PM)
show user profile  HANZZ
Look, I'm trying to specifically find a way to do as much as possible in one render. Period. If that constitues whining to you, that's your opinion. I'm relatively NEW to the world of photorealistic rendering, and I want to get as much one-pass interaction as I can. For those things that I cannot find a one-pass solution for, then that's fine. I'm learning this high-end shit. Give me a break.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 1078 times
5/22/2006 3:00:01 PM (last edit: 5/22/2006 3:00:01 PM)
show user profile  Dub.
It is accepted practice to comp photoreal stuff.

NOBODY does everything in one pass.

If you were (scanline.de) you would be using a heck of a lot higher end tools than you have access to.


read 1072 times
5/22/2006 3:08:03 PM (last edit: 5/22/2006 3:08:03 PM)
show user profile  reeves1984
I wouldn't want to render ANYTHING in one pass anymore

--
Simon Reeves


www.simonreeves.com - VFX Artist & Blog
twitter


www.analogstudio.co.uk <-- I work here

read 1060 times
5/22/2006 3:25:47 PM (last edit: 5/22/2006 3:25:47 PM)
show user profile  ra|ru|fu
Just a little update on the shader I mentioned earlier, now it's working to some extend. It's very unreliable tho, sometimes it works sometimes it doesn't but quite cool no matter what. No FG or GI, just an object light:


Check out the cgtalk thread for more info.
read 995 times
5/23/2006 9:06:36 AM (last edit: 5/23/2006 9:07:22 AM)
show user profile  ant...
I am trying to light object with a WIP HDRI file I am making from exposures of studio lights.
Is this what you are trying to do as well?.


read 982 times
5/23/2006 9:29:38 AM (last edit: 5/23/2006 9:30:35 AM)
show user profile  Nik Clark
ra|ru|fu, that's awesome. I wish I had time to play with that. Is it easy to get going? I haven't got time to trawl through page after page of discussion on cgtalk. Thanks.




read 942 times
5/23/2006 12:13:56 PM (last edit: 5/23/2006 12:13:56 PM)
 
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