This
section is dedicated to methods for
enhancing the quality and realism of
your renders, therefore further getting
rid of the stereotypical "3d look".
Colour
Correction
In
the diffusion section I explained how
a diffuse map with color value information
it would create a leaf that would not
allow lights and translucency to take
place properly, therefore creating a
more subtle diffusion map would result
in a leaf that does allow light and
the maps for the translucency to have
a better affect on the surface, but
that came with a small price witch was
a loss of color, now our leaf does tend
to look a little desaturated because
of it. A simple way to fix this is to
take your render on the leaf, create
a duplicate of the leaf layer and set
it to overlay and adjust the overlay
layer's transparency accordingly. The
overlay layer will get back some of
the leaf's lost colors witch will result
in a richer more saturated render. Even
with accurate use of diffusion color
correction is necessary for most renders.
Volumetric
Light
Just
like detailed texturing, lighting setups
also play a huge role when it comes
to making believable renders. Volumetric
lighting can make a big difference in
your scenes because even the smallest
amount of volumetric light can make
a world of difference with the richness
of the lighting. Volumetric lights is
often overlooked and misused, often
times it's only used for indoor scene
with lights coming trough a window or
things like flashlights. Any sunny outdoor
scene would really benefit from a subtle
amount of volumetic light but don't
over do it, a subtle amount for the
main sun light should get the job done.
For this setup I added a noticeable
amount of volumetric light with some
noise applied and placed a few objects
in front of the light source to cast
shadows. One of the problems with volumetric
lights is that the output render often
tends too look over lit. a good way
to fix this is to use the overlay trick
as well but this time make sure you
save the leaf along with the volumetric
light in a .tga file with transparency
because the amount of overlay may look
good with the leaf but it may be a little
too much for the background, therefore
its better to keep things separated.
Specular
Bloom
Specular
bloom is a real world effect it is when
an object's reflection of a light source
is so bright that it creates a soft
lens flare making a small area around
that highlight look brighter therefore
creating a glow effect. This can be
done in max using a blur effect and
blurring the highlights only, there
you can specify how bright does a highlight
has to be to receive this effect and
the amount of blur. Another way is in
photoshop to color range select the
highlighted areas, and copy them to
another layer and apply a Gaussian Blur.
Flim
Grain
Film
grain is also a very important effect,
it will make your images look dirtier
and more realistic, as you can see the
image on the left looks too smooth and
clean and the image on the right is
dirtier and rougher, it looks more like
it was taken with a real world camera.
You can add this with a film grain render
effect or the film grain artistic filter.
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AA
Samplers
It's
very important to experiment with the
anti-aliasing samplers, some samplers
are better suited for certain situations
than others, like the Catmull-Rom sampler
is better than the area sampler (max
default) if you want your image to look
very sharp and detailed while other
samplers are better suited for making
softer/blurrier renders, I strongly
advice you to experiment with all of
them under different settings therefore
you will now witch sampler to use and
when not to use it. As you can see with
this image, the Catmull-Rom sampler
is better suited than the default render
in order to make images look sharper
and more detailed and that finishes
of this section.