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Linear Workflow: a guide

Linear Workflow: a guide
This has been the subject of discussions on many forums over recent years. I realised that there were all sorts of tutorials offering often conflicting information regarding the process. This is not the only way, just my way. SO, WHAT IS LINEAR WORKFLOW? Look at the above image, what is the difference between the image on the left and the image on the right? Vray and 3ds Max process the data in which to make an image in ‘linear space’, also known as Gamma 1.0, but by default all monitors show you the image with a Gamma of 2.2 (sRGB), which basically makes the image ‘look’ dark, although it actually isn’t dark at all. Unfortunately this has always been the case with 3D rendering, which means that many artists who don’t know about linear workflow learn to light scenes by using a handful of tricks to try and get results you’d expect in real life. As well as the image itself, textures and materials also need to be correctly converted to Gamma 2.2. Go to cutomize/preferences/Gamma and LUT.

Understanding Rendering and Lighting of Living Room In diffuse I use the simple parquet map. The settings you can see below: The bump settings: Coffee Table - Materials and grid of coffee table looks like this: The glass is just the "Arch & Design" material/ we pick up the finished material as it shown at the picture below: Journals - I wanted to create "Arch & Design" magazine, not spending much time for settings of material.

Photorealistic Rendering with Vray or Mental Ray - Page 3 As mentioned earlier, while soft shadows may increase the render times slightly it will also help make the renders more realistic. To enable soft shadows with VRayIES lights, simply open the notepad. Next, locate the relevant IES file in your computer folder, followed by dragging and dropping it into the notepad dialog. Its numerical values should appear. To soften the shadows, one should only change three of its values. Change those three zeros to 0.5; 0.5 and 0.5. To control its intensity, simply increase its power values. As mentioned earlier, users should test render each value tweaked to achieve the desired result. To further decrease the rendering times whilst test rendering the lights in Vray, simply decrease the Sampling Quality and the overall render settings. As previously mentioned, the idea behind this technique is to prevent users from spending too much time test rendering the lights with all the materials and reflections enabled.

3ds max 2014 - Mental ray IBL and FG Introduction In this video for 3ds max we’ll explore more in depth some new 2014 features and we’ll talk about Final Gather technology to be used as global illumination solver. What we’ll do Global illumination can be calculated with Mental Ray in different ways. Since years it is possible to use Final gather to simulate GI in a fast way obtaining nice and smooth results. Using HDRI maps with Skylight sources can be a good way to simulate realistic lighting but GI shadows quality is poor.

Effects of HDR vs MDR on Image Based Lighting When attempting photo-real CG renderings using high dynamic range images (HDRI) with image-based lighting (IBL), you need an accurately photographed environment that contains the full dynamic range available. One of the main benefits to using IBL is the 'drag and drop' nature of it - you load your environment HDRI and render, almost instantly giving you highly realistic lighting. Before carrying on about this topic, (full disclosure) I'm a photographer of HDRIs at Hyperfocal Design - however this applies to any and all HDRIs. Unfortunately, some HDRIs are often barely higher in terms of range than an LDR (Low Dynamic Range Image/8 bit depth/Jpgs etc). Even if the dynamic range is good, but not great (you could call them "Medium Dynamic Range Images" or MDRI). So while any image can be saved in .exr or .hdri format in 32bit, there will not always be any more additional information than an 8 or 16bit image - it has to be photographed correctly in the first place. Light colour Sun strength

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