Using HDRIs in 3ds max



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Transcription:

Page 1 DOSCH DESIGN TUTORIAL Using HDRIs in 3ds max A Step-by-Step Guide This tutorial show you how to use HDRIs in 3ds max by using Vray or Brazil r/s.

Page 2 Step 1 Things you will need for this tutorial. 3D Studio Max 4.xx or above Vray or Brazil r/s HDRI files from one of the Dosch Design HDRI collections the scene files delivered with this tutorial About HDRI There are two types of images. Low Dynamic Range Image(LDRI) and High Dynamic Range Image(HDRI). The first one comprises "normal" bitmaps [like JPEG, TIFF, BMP...], bitmaps which have 8 bits per pixel, with values between 0-255 [in RGB mode]. Which means that there are only 256 levels of luminosity, which doesn't cover by far the range that can be captured by a real camera, with different levels of exposure. On the other end we find HDRI, whose values can get a lot higher then 256. The main feature is that the value of each pixel is proportional with the quantity of light on each pixel. Basically, instead of just storing colors on the screen like normal bitmaps do, the HDR format stores the quantity of light per pixel. Meaning we can have more then 256 levels of luminosity. Let's Start File>Open hdri101_start.max. This is the scene we'll use. It has standard all polys and standard materials. This is a render with Max's standard Scanline Renderer with only ambient lighting. (Image 00) Not too pretty, is it? And this is what you will get when using Image 00

Page 3 Vray Brazil r/s

Page 4 Vray First thing let's open the scene. File>Open and choose hdri101_vray.max. This is a scene with materials already assigned to them. Basically all that was changed is a Vraymap in the reflection or refraction slot. But before that, go to Rendering>Render or just pres F10 to go into the rendering settings menu. Tip. Learn to use Max's shortcuts. They are real time savers. All around this tutorial shortcuts will be highlighted in green, so make yourself a favor, learn them. Now in the settings menu, go to the Current Renderers tab and press in the Production slot you should see something like Default Scanline Renderer. Press the Assign button next to it then choose Vray. (Image 01) Now click on the Image Sampler tab and select Adaptive Subdivision. Select Indirect Illumination(GI) and select On. Select Irradiance Map and at Min Rate/Max Rate use -6/-5. These settings are good for test renders. The render times will be short, which is a good thing especially for doing GI and material set-up work. For final rendering I recommend using Simple Two-Level, under the Image Sampler tab, and for Min Rate/Max Rate use -3/0 or -2/0, depending on the scene. Also use Clr tresh: 0.3, Nrm tresh:0.25, Dist tresh:0.1 and HSph subdivs at 40. Be prepared for BIG rendering times. But don't be afraid to EXPERIMENT. Environment Mapping Now let's map the environment. There are several ways of doing this. I'll tell you in short then detail them one by one. First there is the standard Max Environment mapping. Then we have Vray's own environment mapping. And here we can use either a VrayHDRI map, or a simple Bitmap. The latter option requires the hdri.bmi plugin from the Splutterfish website. It's free. All it does is enables Max to import.hdr files. Image 01

Page 5 Standard Environment Mapping Go to Render>Environment or just press 8. In the Environment Map slot click where you see None (Image 02). Then browse to the location of HD008LL.hdr and select it. Then press Setup (Image 03). A new window will pop up and we get a histogram of the luminosity values of the selected image.(img05.jpg) Under it we find White Point value, controlled by a spinner. This White Point controls the luminosity, actually the range of light values the image can take. As I said earlier, Max doesn't use floating point images so with this setup window we are actually converting floating point images to standard images. It does that by setting a White Point, which is the point with the highest luminosity value. Any value after the White Point is considered as being pure white. It's also known as the clamping value or point. Image 02 Image 05 Notice there are two values for the White Point. One is Log., the logarithmic value and the Linear one. We increase the spinner until the vertical red line is at the end of the histogram values. Now look at the Linear value. Write it down somewhere. Press Ok then Open. Image 03 Open the Material Editor, open the Environment Map you've just created. Open the Output slot and under RGB Level input the Linear value you wrote earlier. From the image you can see I used a higher level. That is because through trial and error I decided the image looked better like this..

Page 6 Now hit render. And you should be left woth something like this (Image 06). Image 06 Vray Environment Mapping w. VrayHDRI Go to Render>Environment or just press 8., click on the Environment Map slot.then in the Material/Map Browser click None. Now click F10 or Rendering>Render. Scroll down to the Environment tab and check the 2 Override Max's at GI Environment (Image 07). Now click the first slot that has None on it. In the Material/Map Browser choose VrayHDRI. Now drag and drop this map into the Material Editor. Then click the Browse button next to the HDR Map slot and choose DH008LL.hdr (Image 08). Make sure Spherical Environment is selected as the Map Type. Now go back to the Render Settings and in the Environment tab copy the map from the GI Environment(skylight) to the Reflection/Refraction etc environment slot. (Image 09) Image 07 Image 09 Image 08

Page 7 Again hit render. This is what you'll get (Image 10). There are subtle differences. None too obvious though. Image 10 Vray Environment Mapping w. HDRI Bitmap The process is only different from the latter because instead of the VrayHDRI map u use a standard Bitmap and redo the process of setting it up from the Standard Environment Mapping. This is the result (Image 11) Image 11

Page 8 Brazil r/s Let's File>Open hdri101_brazil.max. All materials have been assigned to the objects. I tend to use the material specific to the renderer I am using. Thereby all materials used were Brazil Basic Mtl. Press F10 or Renvering>Render and go to the Brazil : Image Sampling tab. Now for the test renders click on P1, which is the recommended lowest setting. Now for the final rendering you will choose P3. That is almost always enough for the anti-aliasing.(image 12) Image 12 Now go to the Brazil : Luma Server tab. Check Skylight in the Direct Illumination section and Enable and Skylight in the Indirect Skylight section (Image 13). If you don't click on them you will have no GI. And here's a sample of what you would get(image 14). Image 13 Image 14 Environment Mapping Mapping the environment is very straightforward. We have here also two ways of mapping. Standard Enviroment or Brazil Environment.

Page 9 Standard Environment Mapping Go to Render>Environment or just press 8. In the Environment Map slot click where you see None (Image 15). Then browse to the location of HD008LL.hdr and select it. Then press Setup (Image 16). Image 15 Image 16 A new window will pop up and we get a histogram of the luminosity values of the selected image.(image 17) Under it we find White Point value, controled by a spinner. This White Point controls the luminosity, actually the range of light values the image can take. As I said earlier, Max doesn't use floating point images so with this setup window we are actually converting floating point images to standard images. It does that by setting a White Point, which is the point with the highest luminosity value. Any value after the White Point is considered as being pure white. It's also known as the clamping value or point. Notice there are two values for the White Point. One is Log., the logarithmic value and the Linear one. We increase the spinner until the vertical red line is at the end of the histogram values. Now look at the Linear value. Write it down somewhere. Press Ok then Open. Open the Material Editor, open the Environment Map you've just created. Open the Output slot and under RGB Level input the Linear value you wrote earlier. From the image you can see I used a higher level. That is because through trial and error I decided the image looked better like this.. Image 17

Page 10 But iif you're going to use this one make sure Use Environment Settings is checked in the Skylight section (Image 18). When you hit render with full quality this is what your going to get.(image 19) Image 18 Image 19 Brazil Environment In the Skylight section(img18.jpg) make sure Use Environment Settings is unchecked. and now clicking on the map slot you simply redo all the process from the Standard Environment technique. Remember the mantra: bitmap - setup - lin value in the output slot. Pressing render will get you this.(image 20)

Page 11 Image 20

Page 12 HDRI products from Dosch Design: Dosch HDRI: Nature Dosch HDRI: Skies Dosch HDRI: Chrome & Studio Effects Dosch HDRI: Extreme Hires

Page 13 Copyright Tutorial number <0020-E> is copyright protected for Dosch Design GmbH. This tutorial can only be distributed or linked to in its complete form. It must not be altered (shortened or be added to) or distributed in excerpts. Author(s) of this tutorials: Mihai Pocorschi Dosch Design Team Company address: Dosch Design GmbH, Gotthard-Schüll-Str. 14, 97828 Marktheidenfeld, Germany.