Different ways to add Gamma in your renders Share with your friends! Every real device to take pictures adds gamma. We actually are “producers” of images and we need to correctly setup the gamma in 3ds Max, in order to imitate the behavior of real cameras. In 3ds Max the options we have to add gamma are various: Gamma in “output” / preferencesGamma / color mappingDon’t Affect colors / color mappingsRGB button /V-Ray Frame Buffer (VFB) Every option in this list affects gamma. I’m going to show you how many combinations are possible and you’ll see just one way is the correct one. COMBINATION 1 : Gamma in.. - Gamma in “output” / preferences = 2,2 - Gamma in color mapping = 1,0 - Gamma in VFB (sRGB button) = disabled Brief Explaination: You’re adding 2,2 to the final image. COMBINATION 2: Gamma in… sRGB button (follow the green arrow) - Gamma in “output” / preferences = 1,0 - Gamma in VFB (sRGB button) = enabled Brief Explaination: You’re adding 2,2 with the sRGB button but it’s just a “preview” of gamma. COMBINATION 3: Gamma in..
Exponential and linear colour mapping in Vray Within Vray there are various processes and tools that we use to generate what we would consider to be a realistic rendered image. Options such as tone mapping, light intensity and camera exposure are fully configurable and can be moulded into what a 3D visualiser would name as their workflow. There are no right or wrong processes as they all lead to the same goal, to produce a high quality render. If you choose not to use a linear workflow, it may not be physically correct in terms of light intensity but it might look correct and is therefore acceptable. Blown out lights are caused by the camera settings. Vray renders through a camera and that is why in a linear workflow you will see blown out lights. There are other colour mapping types available such as exponential that help eliminate blown out areas, but usually bring in a new factors that need to be controlled such as washed out renders. Exponential – This mode will saturate the colours based on their brightness.
Indirect illumination gi seting Hello! We are pleased to share with you a new portion of 3d stuff. Continuing the theme of the correct configuration of V-Ray renderer, in this and the following three tutorials, we look into the second important part of V-Ray settings, the Indirect illumination. This tutorial answers the following questions: - What is the indirect illumination? - How do indirect lighting looks in nature? - How does the global illumination differ from the secondary? - What are the diffuse reflected rays? - How the GI algorithm implemented in computer graphics? - What are the primary bounces and how they differ from the secondary ones? - How the hemispheric diffuse reflections look schematically? - How to setup the GI in Vray on practice? - How the global illumination affects the overall scene lighting? - What is color bleeding and how to fight with it? - What are the GI caustics? - What are the correct values for the primaries and secondaries? Introduction Indirect illumination in nature Why is this happening?
VRay Training Manual for RHINO Texture MappingUI types and adjustment Material: Bump Map Add Bump map Material: Transparency Mapping What's Transparency Mapping?The logic of Transparency mapAnother way of using Transparency mapOther uses of transparency Illumination: Environmental Lighting Let's do a test firstInterior or Exterior? Render Engine Primary EngineSecondary EnginePrimary Engine: Irradiance MapPrimary Engine: Quasi Monte-CarloSecondary Engine: Light Cache Depth of Field What is Depth of Field? Caustic Effect What are Caustics? Liquid inside of transparent Glass Strange Effects Adjusting the Camera Rotate the cameraAdjusting the lens Lighting Dialog BoxColor Mapping The Function of Color MappingTypes of Color Mapping Adaptive Subdivisions Control Adaptive Subdivisions SamplerFixed Rate Sampler Adaptive QMC Sampler Resolution of an Image Image size settingFile saving set up V-Ray frame Buffer Render image window tool box
Skymedias - Blog Content Radiosity: The Things Your Mother Never Told You Category: Autodesk 3dsmax Tutorial Author: Jason Jacobs Contact: firstname.lastname@example.org URL: Radiosity – The Things Your Mother Never Told You (Part 2) VIZ or MAX This is the first written, but second part, in a series of tutorials that will each deal with: 1. 2. 3. 4. This is the image that we will end up with at the very end of the series. [Click Here For Large Image] This tutorial serves as a very thorough introduction to VIZ/MAX radiosity. [Click Here For Large Image][Figure 1] Click Here to download the sample MAX file before you begin. Now, let's begin! Setting Up a Daylight System, Test Rendering, and Tweaking 1. 2. [Click Here For Large Image][Figure 2] 3. [Click Here For Large Image][Figure 3] 4. a. Control Panel [Figure 4] b. c. d. e. f. g. h. [Figure 5] i. [Figure 6] 5. or by going to "Render", then "Radiosity". 6. 7. 8. a. 9. 10. and take a look (see figure 7). [Figure 7] 11. [Click Here For Large Image][Figure 8] 12. 13. a. b. ?
Vray 2.0 materials guide An in depth look at each setting within a V-Ray material. You can jump to a specific section using the links below. DiffuseReflectionRefractionTranslucencyBRDFOptionsMapsReflect/Refract interpolation Diffuse Diffuse This is the actual colour of the surface, reflection and refraction colours can affect the visual appearance of this colour. Roughness Can be used to simulate dust on a surface by controlling the way the surface reflects direct light. Reflection Reflect Like diffuse it uses a colour value to determine the reflection strength. Fresnel reflections Most materials except metals have a Fresnel reflection, making the reflection strong at glancing angles but weak at more front on angles. Fresnel IOR IOR stands for index of refraction and is used to measure how light refracts through a surface relative to the viewing angle (Yourself), confusing at first but read on. You can find many IOR tables on the internet and they all give different values for real world materials. Highlight glossiness
Creating a Realistic Looking Object Using V-Ray In 3D Studio Max By Ahmed3D | 3D Studio Max | Intermediate This tutorial will teach you how to create a realistic looking object using V-Ray which is a very popular renderer that is widely used in the making of movies and videogames. V-Ray is not a built-in tool in 3D Studio Max and will have to be installed before attempting this tutorial. You can learn more about V-Ray from the official website of Chaos Group - the makers of V-Ray. There are three different elements in our scene above, the teapot, the floor, and the surrounding environment. We will start by setting up our scene; go to Create>Geometry>Plane to create a simple plane in the centre of our scene. We are using the 'Teapot' object in our tutorial. Our scene is now ready, before we start creating our materials, we need to setup the render engine to use V-Ray. The Adaptive Subdivision is one of the three antialasing algorithms that V-Ray uses. Click to Enlarge We will now use the map that you have downloaded at the start of this tutorial. .
Compositing V-ray Render Layers in Photoshop In this tutorial Ahmed Fathi takes a look at how to composite together V-ray render layers using blending-modes and masks in Photoshop. Once completed, this process allows you to change or tweak any aspect of your image in seconds without having to re-render a thing! Ahmed also covers a few extra post production techniques such as Chromatic Aberration and Depth Of Field, as well as how to emulate a Cross-processed look. Republished Tutorial Every few weeks, we revisit some of our reader's favorite posts from throughout the history of the site. This tutorial was first published in July of 2010. Additional Files/ Plugins:Download the Project Files for this tutorial Step 1 As this is a compositing tutorial, not a lighting/rendering tutorial, I'll assume that you have at least a basic knowledge of V-ray, and that you are able to render out your own scenes already. Step 2 We'll start with the VRayZDepth element. Step 3 Step 4 Step 5 Step 6 Step 7 Step 8 Step 9 Step 10 Step 11 Step 12 Step 13 Step 14 Step 15
Customizing Your Wood Floor - Parquet Material | 3D Tutorials Floor is one of the elements contained in Architecture. floor Covering Materials are several kinds, such as, concrete, ceramics, marble, steel plate, glass, wood, and etc. One of the floor covering material that we will learn is the wood. There are 2(two) Wood floor Form, regular, and irregular form. As a form of regularity; collated row, and a row, this form of a general often found on the pier wood floor, this form of order and the board tend to be rigid. 1. 2. Click to enlarge 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17.
Skymedias - Blog Content Glass Rendering Tutorial with Vray in 3dsmax Author: Jan Rybar Software: 3dsmax, VRay Author Website: ImagesFX Our work is primarily artistically oriented – we are given plans and sketches, and we are entrusted with the task of making great imagery and movies. Occasionally however, based on the evolution of our software (renderers), clients are requesting for more realism-based images. Just recently, we wrapped up a huge reconstruction project for a skyscraper in NYC and the client asked us to simulate several versions of their facade design. Most modern glass panels are built from several sheets of glass and each sheet has different properties. In the image above, you can see the basic material of my glass sheet. There is also one small issue in regards to the color of glass that you usually get in “L.a.b.” color space – it is just another color space and you can convert these values in Photoshop easily, see below. And the color itself then goes to FOG color in our V-Ray material. Tip: Jan
3ds Max Lighting - CGWiki 3ds Max provides several groups of light sources: Standard and Photometic lights, both groups also including dedicated mental ray lights. In addition, 3rd party extensions can implement their own plug-in lights, for example dedicated Brazil r/s lights, V-Ray lights, Dreamscape lights and so on. Different light types can be used inside of light systems like the Sunlight and Daylight which provide advanced geographical location/date/time placement controls. Standard Lights Target Spot Free Spot Target Direct Free Direct Omni (Point light) Spot, Direct and Omni lights can be freely switched to any of the other two types by selecting from the Light Type drop-down list. Spot and Direct lights can be switched to illuminate as an Omni light (in all directions) by checking the Overshoot option, otherwise illumination occurs only in the cone / cylinder defining the light falloff. Skylight This light simulates a sky dome with raytraced shadows. mr Area Omni mr Area Spot Shadows Adv. mr Sky mr Sun