sIBL Archive. Installation Each thumbnail links directly to an archived sIBL-set.
Watch out, these are big downloads. Click to download, then expand the zip achive as a folder and place the folder in your sIBL-Collection. Starter's sIBL-Collection Including 4 sets: apartment, empty room, backlot, office-eden Update Pack Already collected the sets as they came out monthly? License All sIBL-sets on this page, including the images within, are licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.
Remember: Do what you want with them, but always mention where you got them from... Suburbia in HDRI Images Page 01. HDRI in Mental Ray for 3d Studio Max - tutorial. Images, HDRI and assets for CGI. HDR Light Studio Blog. In this blog article we are going to explore some of the the lighting types you can choose from when using your 3D software and look at why image based lighting works so well as a technique for lighting objects.
The image above shows what I like to call a typical CG light, a spot light, this is lighting a traditional old style shader that has been used on the dragon model. The CG spotlights are pointing at the dragon – creating light and shadows, but also white highlights. These highlights are fake and have been created with a specular value in the shader. This is not a photo real approach, but it is still used today by many artists as a method of lighting. However to get more realism we need to make the light sources visible, and get rid of the fake highlights.
Above are visible area lights. Now let’s take a look at image based lighting. The main limitation of image based lighting is that light is always projected from the lighting sphere towards it’s centre. Published April 14th, 2011. Mental Ray Interior Lighting Basics. This 3DS Max tutorial will walk you through lighting a small room, using “natural” light casting through a single window.
This is a very common lighting scenario so, we figured it’s the best example for the first of many lighting tutorials. The Result Things to remember about Lighting If you ever hope to achieve good-looking, complex, 3D scenes you need to know a couple of things about lighting in general. Excuse the less-than-completely-scientific language. » Lighting is the only element that is completely indispensable » Shapes are defined by light and shadow. » In the real world, light never comes from a single direction.
The 3DS Max Scene We’ve prepared a simple scene so you can follow along. 1/3 Planning / Identifying light sources If you’re building your own model, take some time to identify the areas that will produce or let light in. The cell’s bars will produce simple, visual cues that will increase the notion of depth and add some realism to the scene. Not that impressive. Using HDR Images for Reflections. This is a basic Mental Ray tutorial in which you’ll learn to create shiny/ reflective objects and how to use HDR images (high dynamic range).
You’ll also learn to manipulate basic scene environment settings. The reflective textures you will create are completely procedural and only require 3DS Max and the Mental Ray renderer (included). We’re using 3DS Max 2011 but the process is basically the same on most previous versions. That being said, the 2011 version has loads of improvements and you should really check it out. The Scene and the HDR map Our scene is made up of 2 basic spherical primitives and a teapot.