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For this tutorial you need basic knowledge of creating geometries
We saw in the HDRi Lighting Tutorial “Environment” in 3ds max with VRay as HDR post in a scene using the Environment, but now with VRay version 2 will explain how to do it with the Light dome.
Indice del contenido de esta entrada:
- 1 1.- Prepare the Scenea
- 2 2.- Loads the rendering engine: V-Ray
- 3 3.- Prepare the Indirect Illumination GI and Frame Buffer
- 4 4.- Light creates the dome on the scene
- 5 5.- Hdri in the material editor
- 6 6.-Load Radiance, and Assign it to Dome Light
- 7 First render test
- 8 7.- Adjusts the lighting of HDR
- 9 8.- Set the render quality
- 10 Final Render
- 11 Additional notes
- 12 SUBSCRIBE TO BLOG
1.- Prepare the Scenea
As I have said in other tutorials just need to put in the scene geometry and serve as a ground plane to see the shadows cast by the HDR
or better if you download the scene that I have prepared for this tutorial.
The downloads you need are the following:
Once you create your own scene or if you have downloaded open it with 3ds max.
2.- Loads the rendering engine: V-Ray
Open the Render Setup (F10 or Rendering > Render Setup…) window on the Common tab and assign it as the VRay rendering engine.
3.- Prepare the Indirect Illumination GI and Frame Buffer
In the same window the previous step, go to Indirect illumination and activates the On and choose as Primary bounces: Irradiance map and Secondary bounces: Brute force.
From the VRay tab activates the frame buffer, the frame buffer is not essential but if you activate it helps activate and deactivate the Gamma 2.2 render mode.
4.- Light creates the dome on the scene
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The Light is a light dome VRay with advanced options, but is not completely perfect as I will show later, has limitations. For now put it in the scene, create it from the Command panel > Create > Lights > VRay > VRayLight or from the menu bar Create > Lights > VRay > VRay Light Dome
For now leave it with the default parameters, note that the Subdivs Sampling is the quality of the shadow, now with 30 right, there are some who put 60 in the final render.
5.- Hdri in the material editor
In the Material Editor window (key m or Rendering > Material edit) choose a slot (inset) and assign a material move through the material to find VRayHDRI, double click on it to be placed in the slot.
6.-Load Radiance, and Assign it to Dome Light
In the Browse button seeks HDRi, and load. Make sure the dome Light is selected in this scene and in the Command panel see its properties, now drag the slot into the box HDR Texture of Light dome. In the window that appears click on Instance, so the changes you make in the slot of the HDR, affect the Light Dome and OK.
First render test
Make a render Rendering > Render (Shift + Q) and see the lighting on the scene generates HDRi
In the bottom of the window you will see a frame buffer sRGB button, you activate it to see colors correctly in gamma 2.2
7.- Adjusts the lighting of HDR
To illuminate the scene increases more than 4.0 in Overall mult. Taking advantage of these in the window to change the direction of light, you can do in Horiz. rotation and/or Vert. rotation of 0 ° to 360 °, or can reflect Flip horizontally and/or vertically Flip. I chose 60 and reflected horizontally.
8.- Set the render quality
Changes in VRay::Irradiance Map the Current preset to High and HSph. subdivs 50 and Interp. samples to 40, for this render these values give a good quality.
In VRay::Brute force leaves the default values for the transparent ball adjusts Caustics, be more realistic rendering.
As a last step, we will adjust over the overall quality of all parameters in the VRay::DMC Sampler will remove the image noise, for this, the Noise threshold to 0.001 modify it, and the Min samples to 16
Make a render Rendering > Render (Shift + Q), take a few minutes, you will have to be something very similar to the image below, the caustic depends how close you have put the transparent dome Light sphere.
Note that you have used for lighting one HDRi in Ligh dome of only 800 × 400 pixels, this resolution is sufficient for lighting but not for reflection, much less to the background image to change this follow these tips:
Independent HDR for reflections
One way to have controlled the reflection, is to have a single HDR for these, for it doubles the current HDR box and change the settings to your liking or even a higher resolution HDR, that the “dome light” is not involved in reflexes, uncheck the box that Affect reflection is in Options on the properties of Light dome.
For the background image uses a separate HDRi
You should also change the quality of the background image, for it marks the Invisible Options box in the properties of Light dome, and the dome is not involved in the background. Now there is no background image, double box the HDR and replace it with a higher quality, once done I open the Environment… window (Rendering… > Environment … or key 8) drag the box of HDR to map selector Environment map, you will see how the box was unchecked use map is automatically marked, now have your next render background image with higher quality.
Then I show an image gallery using the same HDRi and following the steps of the tutorial:
Leave a question for those who want to say: What is the proper determination of an HDR to use as Reflection?