Hello
and welcome to the english version
of HDRI 101.
I tried to detail as much as possible
the steps that one has to follow,
in order to help the ones with the
means, but haven't used them yet.
This tutorial is divided in two parts,
first one concentrating on V-Ray and
the second one on Brazil r/s. I may
do a sequel on Final Render but it's
highly unlikely (I may do it if there
is a request for it, and if Cebas
decides to give me a copy of it, as
I don't have it or use it).
The
tutorial is organized as follows:
1.
Intro
1.2.
Tech Stuff - Boring stuff for the action
type
1.3.
The Scene
1.4.
Environment And Rendering
1.4.1
Standard Environment
1.4.2
V-Ray Environment
1.4.3
Brazil Environment
1.5.
Conclusion
1.1.
Intro
First
and foremost, go and get Fiat Lux,
an incredible short by Paul Debevec.
For all those that didn't see it,
the subject is the schism between
Galileo Galilei and the church, and
from a technological point of view
what stands out is the recreation
of St Peter's Basilicum in 3D, introducing
some artificial objects there, dynamics
simulations on them and rendering
all with a technique called Image
Based Lighting - IBL in short.
You
can download the movie in MPEG-1 format
from: www.Pocketmovies.net.
In the forementioned movie you will
see HDRI being used extensively. But
what's that? HDRI = High Dynamic Range
Images. Yeah? And what are those?
See next section for an explanation.
And you probably should visit Mr Debevec's
site also. It's www.debevec.com,
and it's a great inspirational link.
1.2.
Tech Stuff - Boring stuff for
the action type
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 camera, with
different levels of exposure.
On
the other side 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.
Basicaly, instead of just storing
colors on the screen like normal bitmaps
do, the HDR format sotres the quantity
of light per pixel.
1.3.
"Prepping"
1.3.0
First things first (or: things that
you must know or have)
HDRI
Import plugin (3D Studio Max doesn't
know how to use floating point
images, as it is the case with
the HDR format, so u will need
HDRI.bmi
, a free I/O plugin from the good
folks at Splutterfish.
·
HDRI
Files (try Mr Debevec's site or
get the one i used in this tutorial
here - rnl_probe.zip
)
A
typical scene for the regual GI addict
MUST contain some spheres (if not
spheres, at least some cubes :) )
Ok.
Now let's create a simple scene. A
Stand and a sphere. Now let's add
some objects to make it a little mor
complicated. You guessed it: some
more spheres ;)
I'll
leave the texturing to you. I made
the main sphere out of dark marble,
the stand lighter marble, and the
rest of the the spheres are glass,
different colors of it. At the end
i decided to throw in a gold teapot,
just to test some metal materials.
For
this tutorial I used rnl_probe.hdr
(you can find it in this archive rnl_probe.zip).
It's a very nice forest, a little
dark for my taste but it will do.
3DTotal
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1.3.2.
Modifying the HDR file
Open
HDRShop.
File
> Open
and select rnl_probe.hrd (figure on
the left)
Image
> Panorama > Panoramic Transformation
At Source Image under Format select
Light Probe(Angular Map) and at Destination
Image under Format select Latitude/Logitude.
The rest of the settings are left default.
Now you have a usable HDR you can import
in Max.
File
> Save As...
select Radiance Format and save the
new image under a different name. I
just named it padure.hdr. (Below)