To
obtain a great image with IBL you need GI (Global Illumination), so don't even
think about rendering with Max's own scanline renderer. Here's an image rendered
in V-Ray, just out of curiosity, to see how it looks. It doesn't have GI turned
on, hence the lack of spark and natural illumination.
Now
this is where the techniques get separated. And they differ only in the way the
HDR is mapped.
1.4.1.
Standard Enviroment Mapping
Rendering
> Environment.
There you press the Environment Map slot
and select Bitmap.
Locate
padure.hrd and then click on Setup.
A new window pops up and we see a histogram of the luminosoity values of the selected
image.
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 interpreted as white. It's also known as the clamping
value or point.
We see that 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 twice.
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 liked
it better like this.
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1.4.1.1
Rendering in V-Ray
Select
Rendering > Render. From here go the the Current Renderers tab,
click on Assign and select V-Ray. 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. 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: 0.4, Dist tresh: 0.2 and HSph subdivs at 25. Be
prepared for big rendering times. But the main advice is EXPERIMENT. Of particular
good use is Neil Blevins's tutorial on Undersampling.
I strongly recommend reading it. Even if it's about Brazil you will find the theory
of particular good use.
Now
select the materials. It's not a tutorial on how to do materials so i will not
tell you how to create the marble, glass or gold. I will give you some hints though,
and through experimenting with the settings you will get some nice results.