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Focus image with the method «Getty images» (English)

Sin categorizar, Tutorials

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

Getty Images is one of the most important US companies that distributes all kinds of multimedia file for graphic, advertising and business sector.
Among its various companies has several specialized websites selling images consists of freelancers and professionals who sell their photographs obtaining important income.
To sell Getty, it requires a minimum of quality in photographs, for it give advice to its members for photos meet the requirements that the company asks, one of the requirements demanded is that the photos are sharp where required without trepidations, there is counseling the method I explain below:
This is the photo I used for this tutorial:

metodo_getty_images-01

First of all duplicate the layer so you will verify the before and after.

1. Spend the photo to Lab

Image > Mode > Lab Color

metodo_getty_images-05_EN

 

2. Despeckle filter passes

In the window channel, the channels that we are Luminosity, A and B.
Select channel A (the picture changes to gray) and apply Filter > Noise > Despeckle.

metodo_getty_images-04_EN

 

Do the same with the channel B
In this step we are applying a small blur to channels A and B reducing color noise leaving intact the Lightness channel.

3. Spend the photo to RGB

Image > Mode > RGB Color

metodo_getty_images-03_EN

4. Pass the Unsharp Mask filter

Channels in the window selects the R channel and apply Filter > Sharpen > Unsharp Mask…

metodo_getty_images-02_EN

in the Unsharp Mask window puts the values shown in the image.

metodo_getty_images-06_EN

Repeat with the channel G.
Channel B (blue) it does not apply this filter as if it were applied appear unwanted noise, it said the Blue channel is the channel more noise has, although several photographers have shown that it is not, or at least not always so. But as we are following the Getty method to this channel will not apply any filters.

We have set the focus and can compare the original (left) with the retouched photo (right).

metodo_getty_images-07

5. Download Photoshop action

If you have to do this process for a single photo is fine but if it is for hundreds of pictures is best to have an Action for Photoshop, the action will make all steps for a single file or a batch of files in «Download Actions for Photoshop Methods Focus images «you not only will download the action «Getty images» but also others that have already been published.
As always thanks for following this tutorial and if you like please help me to share 🙂
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29 mayo, 2016/2 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2016/05/Featured_metodo-getty-images.jpg 572 748 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2016-05-29 21:57:532021-09-07 18:04:00Focus image with the method «Getty images» (English)

Make sharp shadows with HDR (English)

Sin categorizar, Tutorials

One advantage of the HDRi is good lighting that gives the scene and makes it more realistic, but also one of the drawbacks is making sharp shadows.

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web


The method we used when we have a HDRi lighting the scene and we want to make sharp shadows, is to create an additional light to help make these shadows defined.

INVERSE GAMMA

In VRay to do this without adding additional light is decreasing the value of gamma. When you load the HDRi in the Material Editor, the end within the group parameters, is the Inverse gama.
A value of 0.75 to 1.0 is recommended.

sharp shadows with HDR

COMPARE VALUES OF INVERSE GAMMA

Then you will see how decreasing the Inverse gamma can refine the quality of the shadow.

Inverse gamma comparison

A value of 0.75 is recommended.

IMPORTANT FACTORS TO SHARP SHADOWS

Not all HDR produce sharp shadows, two important factors must be met:

INTENSE LIGHT SOURCE

A scenario where clearly see the center of the sun have to do sharp shadows.

HDR con fuente lumínica intenza

PROPER CATCH HDRI

A sunny HDRi must be properly captured (EV), to cast shadows.

12 EV HDR

I hope this tutorial has been helpful.
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25 junio, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/06/inverse_gamma_comparition.jpg 1574 1300 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-06-25 15:34:212021-09-07 18:13:44Make sharp shadows with HDR (English)

HDRi Lighting with LightWave and Maxwell Render (English)

Sin categorizar, Tutorials

HDRi Lighting with LightWave

For this tutorial you need basic knowledge of building materials and geometries

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

1.- Sets the scene

To begin this tutorial you only need to put in the scene geometry (cube, sphere, etc) and a plane that serves as ground to see the shadows cast by the HDR

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_01-prepara-la-escena-basico

or better if you download the scene that I have prepared for this tutorial.

Las descargas que necesitas son:

  • A HDRi (Free download HDRi)
  • A scene (download 3ds max scene 10)

Once you create your own scene or if you downloaded that we have prepared the scene opens with LightWave Layout.

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_01-prepara-la-escena-sphelo

2.- Make Maxwell Render and rendering engine

In the LightWave Layout go to Edit > Edit Menu Layout… or *F10 keys (Alt + F10), you will Configure Menus window

In the column Menus, Main Menu drop down, you’re doing right click on the Render row and you click on Import Branch

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_02-Agrega-Maxwell-Render-como-motor-de-renderizado-ImportBranch

In the window that appears find and open the file MaxwellMenuBranch.cfg is usually in the folder plugins / Maxwell where LightWave installed. Accepts changes to the Done button.

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_02-Agrega-Maxwell-Render-como-motor-de-renderizado-abrirBranch

The following options appear in the Maxwell Render tab (Render, Render Options, …… etc.)

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_02-Agrega_Maxwell_Render_como_motor_de_renderizado_menuBranch

3.- Camera Options Maxwell Render

Go to Windows > Render Globals… or keys ^P (Control+P), a window appears with options render in the same window go to the Cameras tab, choose from the drop down bar MaxwellCamera automatically opens another window with the properties of the Maxwell camera if you do not open, you hit the properties button

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_03-Opciones-de-camara-del-Maxwell-Render

In that window are the common options of any 3D camera (Focal Length, Focus Distance, Exposure Mode, Shutter Speed, F-Stop, EV, ISO, … etc).

Learn how to set these parameters in the tutorial «Parameters of the cameras and photographic settings«, you will also not only serve to 3d cameras but also with the real world..

In Render Globals window go to the Lights tab and uncheck all boxes in the Basic tab.

4.- Add lighting Radiance (HDRi)

Click on Render Options, then Maxwell Render Options window appears, go to the tab where you will IBL HDR. Check the Use Environment box, hit the button and find the HDRi Image.

Como iluminar con HDRi en LightWave y Maxwell Render - Agrega Radiance (HDRi)

5.- Render test

Click on Render. New window (Maxwell Render) opens with many parameters as the engine is not built to Maxwell LightWave, the render is complete when the bar is filled with yellow and shows 100%.

iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_02-Agrega-Maxwell-Render-como-motor-de-renderizado_render-de-prueba

As you see it has gone fuzzy (out of focus) and the missing render reflections in the next step will solve that. Closes the Maxwell Render program.

6.- Add reflections Radiance (HDRi)

Back to Maxwell Render Options window in step 4, take the opportunity to change the direction of the lighting, change the Offset U to 180.0, this makes the HDRi rotate 180 ° horizontally.

To add a reflection choose Edit Channel the Reflection option, click on the Image button and find the HDRi with the appropriate resolution for reflections. Like put Illumination 180 ° to it also changes the Offset U to 180.0, so we both lighting and reflection with the same degrees.

Como iluminar con HDRi en LightWave y Maxwell Render – Agrega HDRi para reflejos

7.- Increases quality render

As you saw in the test render quality was not very good, so you have to change these default values, in the same window Maxwell Render Options go to the Generic tab and Render Time increases to 150 with the value you are saying that the render has a duration of 50 minutes maximum, increases the Sampling Level 16, ie is to tell how many interactions will take place in the calculation of the light to find the right solution.

When calculating the render it will start up to one of the 2 values ​​that we have introduced so complete stop even missing in the other.

Iluminar con HDR en LightWave y Maxwell Render - Aumenta la calidad de render

8.- Change the DOF (Depth of field)

Revisit the Maxwell camera options: Windows > Render Globals… or keys ^P (Control-P) in the DOF tab, change the Focal Distance to 412 m, this means that the dotted lines are superimposed on the 3D model we want to focus on. That is, while the more distant the object the dotted lines will be more blurred and conversely those that are closer to the dotted lines will be more crisp.

changes the height of the image to render at 419

Como iluminar con HDRi en LightWave y Maxwell Render – Modifica el DOF Depth of Field Profundidad de Campo

Learn more about these camera options in the tutorial «parameters of the cameras and photographic settings» or how to expand the depth of field? in the tutorial «How to extend the depth of field in your pictures»

Final Render

sphelo-render-final-maxwell-render-lightwave

Note

Default gamma 2.2

By default, the Maxwell is installed and configured to save rendering in gamma 2.2. Check it out in the Maxwell Render Options window, the Generic tab at the bottom of the window is Gamma

Image without depth of field

Maxwell used the camera as a real camera so it is inevitable that some objects often blurred out because of the depth of field. To correct the blur you should apply a technique called stacking Focus (Stacking approaches or bracketing Focus) which consists of a sequence of renders changing the Focal Distance and then coupling said render into one showing the right of each focus. To know more about visit the following tutorial: Extends the depth of field of your images – Focus Stacking.

Change Settings from the window of Maxwell Render

One of the advantages of the Maxwell, is that if you change the Resolution measures, Time, SL, F-STOP, save the render is made from the same window Maxwell Render without returning to LightWave, but even better while making calculation of render can change the Shutter Speed ​​and the next SL you visualize and even when it has finished rendering 100% also change the Shutter Speed ​​and save, this saves much time not having to re-render if you have to change the exposure.

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31 mayo, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/05/iluminar-con-HDRi-en-LightWave-y-Maxwell-Render_01-prepara-la-escena-sphelo.jpg 437 600 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-05-31 15:50:112021-09-07 18:15:42HDRi Lighting with LightWave and Maxwell Render (English)

Making of 3D Desktop (English)

Sin categorizar, Tutorials, Uncategorized
Escritorio 3d

Hello, in this personal project will show you step by step how I managed to create the lighting and post production of this scene

Books 3d

Drops on Coke

First a simple flat floor and one for the wall with a small bend in the corner

Floor and wall

Click image to enlarge

The first objects in the scene and lights: a Target Directional Light as sun, el VRay light dome that makes global illumination and VRay plane for reflection

Lights and first objects

Click image to enlarge

The lights setup: Target Directional Light, VRayLight plane and VRayLight dome

The lights setup

Floor Material

Floor Material

Testing lights, render with Target Direct light and VRay plane (no dome)

VRay dome light illumination without

Click image to enlarge

Render with Target Direct Light, VRay light plane and VRay Light dome, HDRi fantastic panorama that illuminates the whole scene HDRi download, HDRi of this wonderful high-quality interior illuminates not only the scene but serves to get the reflections on the objects, so did not have to create objects that reflect around.

Illumination with VRay Llight dome

Click image to enlarge

adding more objects in the scene, the books are the Vol.06 Books de model + model

Vol.06 Books model+model

Click image to enlarge

if you do not have library model + model can create your own books, it is easy:

Step 1: Splines

Create spline lines of different ways to 3 models book

Create books step 1

Click image to enlarge

Step 2: Extrude

Select one of the splines you created and apply the Extrude modifier

Create books step 2

Click image to enlarge

Step 3 : Bridge

Select some edges and closes the upper and lower face with bridge

Create books step 3

Click image to enlarge

 

Step 4: Chamfer

Select some edges and apply the Chamfer as shown in the picture

Create books step 4

Click image to enlarge

Step 5:Symmetry

Apply symmetry to the entire object to complete the other half of the book

Create books step 5

Click image to enlarge

Step 6: Box

Create a box in the book and repeat the process with the other Splines

Create books step 6

Click image to enlarge

 

The most difficult was to create water droplets in the Coke, here is the tutorial to Creating Water Drops in 3Ds max

Water Drops in 3Ds max

Click image to enlarge

Materials

HDRi
HDRi material

Click image to enlarge

Can
Can of Coke material

Click image to enlarge

Pencil
Pencil material

Click image to enlarge

 

Desk
Desk material

Click image to enlarge

Speakers
Speakers material

Click image to enlarge

Pencil-holders
Pencil-holders material

Click image to enlarge

 

 

The render settings

Render setup VRay

Click image to enlarge

Render setup elements

Click image to enlarge

Render Elements

ExtraTex and WireColor

GlobalIllumination and DiffuseFilter

RawLighting and Refraction

Reflection and Specular

The final render

Desk 3D the final render

Click image to enlarge

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14 abril, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/01/escritorio-3d.jpg 795 1200 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-04-14 10:39:292021-09-07 18:16:04Making of 3D Desktop (English)

Parameters of the cameras and photographic settings (English)

Sin categorizar, Tutorials, Uncategorized
Camera resting

In this tutorial I will explain the fundamental concepts and most important regarding the handling of the camera, this tutorial is applied to programs 3d cameras and cameras in real life (SLR), 3d cameras render engines try to simulate the reflex in handling. Although each application 3d sometimes renames some parameter (F-STOP = f / number) the use and concept are the same.

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

I will begin by telling you that just as in real life there is no 2 cameras of different brands with the same settings make identical pictures because each camera has its own calculations to interpret the capture of a single image (color, sharpness, lighting, etc.), in the 3d programs, there not two rendering engine that renders like a scene, because each engine has its own algorithms to render a scene.

Note that the result of an image depends on the control of various parameters and the modification of one influences the other, for example to correct exposure, sharpness, depth of field, etc. depends in turn change the focal length, the aperture, shutter speed and ISO.

Camera resting

Camera resting

Focal length

Is the distance from the optical center of the lens to the focal point of the lens or mirror of the camera.
These measures make a lens has greater or less breadth of vision, short values such as 10mm or less are called lens «Fish eye» which have a wide field of view and serves very well if you want to panoramic landscapes or in places where there is not much movement space, with this type of lens in a 3d scene Might capture the whole scene of 180 º or 360 º single render; higher values as 150mm or more will telephoto, this lens will have a reduced field vision but you will see distant objects closer.

Comparison of the focal length in millimeters of the objectives

Comparison of the focal length in millimeters of the objectives

Aperture (F-Stop = f / number)

In SLR cameras, the diaphragm is located as sheets inside the lens and are responsible for controlling the amount of light that passes right through the lens. These blades are opened and closed by forming a hole that passes more or less light into the camera. The diaphragm to control it manually you have the option of going gradually increasing the opening or diminishes it, this gradual control is rendered with values ranging accompanied by the symbol f. So we have commonly the diaphragm has openings with values ranging from f/2.8 to f/22, on some targets may have also f/1 and / or f/32.
The move from one value to another is called Step or EV, between steps there are also intermediate values such as between f/8 and f/11 are the f/9 y f/10, in 3d cameras can put even more numbers f accurate as f/8.08, f/8.1, f/8.156, etc.

Table of values f and intermediate steps

Table of values f and intermediate steps

Increase the aperture is the same as saying you have to reduce the values f for more light to enter and close the diaphragm is the same as saying you have to increase the values of f so less light, such a value f/22 indicates that the diaphragm is closed enough so it will get a little light and f/2.8 aperture value is quite open so it will get more light.

Remember to close the diaphragm equals higher values f therefore less light enters and opening the aperture is equal to low values f therefore more light entering.

Aperture openings

Aperture openings

Shutter speed

It is the time that elapses from entering the light until it reaches the sensor, the sensor is the chip where the light coming through the lens falls and is responsible for capturing the image. In the 3d programs as there is no real light either shutter, this speed and image capture is done by algorithmic calculations.

Instant when the light strikes the sensor

Moment when the light enters the chamber and passes through the diaphragm into the sensor, the shutter controls the time the sensor is exposed to light

Shutter speeds commonly cameras is 1/2000 to 30″ through 1/1000, 1/500, 1/250 … 1/60 … 4″, 8″, 15″, most modern SLRs speed increases to 1/4000 and/or 1/8000.

Shutter speeds

Shutter speeds

We can say that the change from one value to another is known as Step or EV, ie for example the change of 1/8 to 1/15 is 1 Step (1 EV) or 2″ to 15″ are 3 Steps (3 EV ). There are also intermediate values between Paso and Paso for example between 1/2 and 1″ is the 1/1.6 and 1/1.3, this rendering engine is more accurate because it allows you to manually set values more accurately for example 2, 1.75, 1.6 , 1.52, 1.3, etc., where 2 is 1/2.

Table of shutter speeds and intermediate steps

Table of shutter speeds and intermediate steps

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24 marzo, 2014/4 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2013/03/camera-resting.jpg 650 940 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-03-24 13:53:442021-09-07 18:16:13Parameters of the cameras and photographic settings (English)

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