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How illuminate HDRi «Light dome» in 3ds max and VRay? (English)

Tutorials, Uncategorized
tutorial de iluminacion hdri lightdome en 3ds max y vray ejemplo 01

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

Llévate este tutorial a tu dispositivo móvil - escanea este código QR

Take this tutorial to your mobile device – scan this QR code

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.

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

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

The downloads you need are the following:

  • A HDRi (free download of a HDRi)
  • A scene or optional download scene

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.

Render setup VRay

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.

VRay - Iluminación Indirecta GI
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.

VRay - Frame buffer

4.- Light creates the dome on the scene

If you like this post and want to continue reading the other steps of the tutorial, please click on one of the buttons of social networks (facebook, twitter or google+) to show hidden content:


6 junio, 2014/1 Comentario/por Giancr
https://giancr.com/wp-content/uploads/2014/06/tutorial-de-iluminacion-hdri-lightdome-en-3ds-max-y-vray-ejemplo-01.jpg 564 772 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-06-06 10:37:212021-09-07 18:14:41How illuminate HDRi «Light dome» in 3ds max and VRay? (English)

How illuminate HDRi «Environment» in 3ds max and VRay? (English)

Tutorials, Uncategorized

For this tutorial you need basic knowledge of geometry creation and editing materials.

illuminate HDRi "Environment"

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.- Preparing the scene

Welcome to this new tutorial that will explain how to use a HDRi for lighting a scene with 3dmax and VRay.
The basic objects for this tutorial is to create a plan that serves as ground and on it any geometry:

Preparing the scene

but if you want more details on the scene I have prepared one with more geometry (as shown on the picture onset), just download it, unzip the rar and open it in 3ds max.

Download scene

The downloads you need are:

  • A HDRi (HDRi download free)
  • A simple scene or download scene for this tutorial

2.- Loads the rendering engine: Vray

Open the Render Setup (F10 or Rendering > Render Setup…) window in the common tab and assign it as the VRay rendering engine.

We assign the render engine: Vray

3.- Prepare the Indirect Illumination GI

In Indirect illumination activates the On and choose as Primary bounces: the Irradiance Map and Secondary bounces: the Light cache

Prepare the Indirect Illumination GI

4.- Turn the room lights

If you like this post and want to continue reading the other steps of the tutorial, please click on one of the buttons of social networks (facebook, twitter or google+) to show hidden content:


4 junio, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/06/tutorial-hdri-vray-environment.jpg 750 1200 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-06-04 08:41:572021-09-07 18:15:03How illuminate HDRi «Environment» in 3ds max and VRay? (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

If you like this post and want to keep reading the rest of the content, please click on one of the buttons of social networks (facebook, twitter or google+) to show hidden content:


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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