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Add HDRi as bakcground image (English)

Tutorials
Render Final de Imagen de fondo

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

If we use a HDRi as background image must be of good quality (good resolution in pixels) and put the camera in the correct position for the models that are in the scene look as if they really were on the floor.
The steps are:

1. Load the HDRi in a slot

Create a map VRayHDRi

HDRi as bakcground

Load at him HDRi high resolution

Carga en él el HDRi de alta resolución
Change the map type to Spherical

Cambia el tipo de mapa a Spherical

2. VRayHDRI in Environment Map

Drag VRayHDRI to the Environment Map

VRayHDRi en Environment Map

3. Camera Location

Create VRayPhysicalCamera on the scene and put in the coordinates 0, 0, 0

Ubicación de la Cámara

4. Display the HDRi in Viewport

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At the Viewport menu, go to Viewport Background > Background Environment, will be displayed in the viewport the image of HDRi

Visualizar el HDRi en el Viewport

View from VRayPhysicalCamera

Visualiza desde la VRayPhysicalCamera

Please note that from now to change the angle of vision so you just move the VRayCamera.Target, the camera must always be in X: 0cm, Y: 0cm and Z: 120cm.

5. Proper camera position

Creates models on the scene

Correcta posición de la cámara

Select the camera and change its position Z to 122cms. This measurement is the exact position of the SLR camera from which the photos were taken to create the HDR.

Selecciona la cámara y cambia su posición Z

6. Flooring and lighting LightDome

I added a LightDome on the scene and has the same texture as the HDRi Environment.

Suelo y iluminación LightDome

I also added a flat floor, and put the following material is to only see the shadows of the models.

un plano que hace de suelo

7. Final Render

The correct location of the models on the floor looks.

Render Final de Imagen de fondo

If you have any questions please leave a comment
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9 septiembre, 2014/1 Comentario/por Giancr
https://giancr.com/wp-content/uploads/2014/09/hdri_image_background_12.jpg 600 800 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-09-09 13:55:572021-09-07 18:12:31Add HDRi as bakcground image (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

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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)

How to extend the depth of field of your pictures (English)

Tutorials

With this tutorial you will learn to remove those images from your areas of focus, ie areas where your image is blurred or commonly known in photography as those areas because of the depth of field (DOF) are out of focus.

depth of field

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

This technique is also known as bracketing Focus, Focus Stacking or Focus Blending.

Although this site is aimed at 3d programs (CGI), this tutorial can be applied very well if you want to do with your SLR camera and take pictures extending the depth of field, especially in those photos where you have to get so close to the object to be photographed.

If you want to apply to 3d renders starts from step 1-A, but if you do it with your SLR camera starts from step 1-B; Step 2 onwards is the same for both cases.

1-A.- Focus Bracketing from your 3d program

There renderers by default rendered without depth of field (everything in focus) and this is an advantage, but others as well simulate real life in the handling of light and cameras make believe when rendering depth of field . In some cases not interested in this depth of field and so the first thing to do is a sequence renders shifting the focus (target distance) in the camera, or do not change the position or rotation of the camera.
Depending on your scene and you want to come out focused have to do 3, 4, 5 etc render.
For example: I have this view side scene with 6 objects

3d scene with objects lined up one behind the other

3d scene with objects lined up one behind the other

and I want a final image with objects 2, 3, 4 and 5 focused, as the target of the camera is in order 2 to do I get focused only render the object 2 and blurred the rest.

Render with focus on object 02

Render with focus on object 02

Save this render as objeto02.jpg because then you’ll use it, change the values of the target to be in the object 3, you have a render and save as objeto03.jpg returns to change the values of the target to match the object 4 render and save (objeto04.jpg) and finally changes the values of the target to the object 5, has a render and save (objeto05.jpg).

In total you should have 4 images, remember that the more renders and make distances shorter target extending the DOF will be more accurate.
Download the renders to follow this tutorial and continues in step 2.

1-B.- Bracketing Focus desde tu cámara Reflex

It is advisable to have your camera set on a tripod fits all objects, it is recommended that all photos have the same shutter speed, aperture and iso.

You need to make several pictures with different approaches, for example I have the following composition in row 6 objects over closer and other spaced away, which I want are to focus from 2 to 5 (for this tutorial the object closer the camera is 1 and moreover 6)

Camera objects aligned one after the other

Camera objects aligned one after the other

approach each object can do automatically (if your camera allows it) or manually, just remember to change the focus, do not change neither the position nor the camera rotation begins to focus the object 2 Take a picture, then focusing the third object make him another photo, each object continues until 5. remember you do not have to change the shutter speed or aperture, or ISO.

Focus on object 2

Focus on object 2

In total you should have 4 images, transfer them to the computer and rename them (objeto02.jpg, objeto03.jpg, etc). Download photos for this tutorial and continues in step 2

2.- Upload images

Now what you need to do is stack of 4 images for this we will use Photoshop, this step is valid for other programs, but we do it in Photoshop as the editor best known images (in the end you’ll find a list of more programs that extending the DOF).
Open Photoshop and click on File > Scripts > Loads Files into Stack… menu, a new window opens, click the Browse button … looking 4 images, select them all and Accept.
In the same window brand Attempt To Automatically Align Source Images for the program to make necessary modifications to the respective (move, rotate, etc..) In the 4 pictures that fit perfectly for one over the other as it had been some movement between the box one image to another, whether your images come from 3d renders do not need to check this option.
Hit the OK button, the photoshop starts the process of putting the 6 images in layers one above the other.

cargar-capas

3.- Stacking Focus

Now comes the stacking approach, select the 4 layers

capas-cargadas

go to Edit > Auto-Blend Layers… in the window that appears, select choose Stacking images and consistent color tones, this will make your pictures have the same shade of color, give OK.

fusionaar-capas-automaticamente

Photoshop begins the melting process which takes very little. The end result photoshop creates a mask for each layer of each layer revealing his opinion just what is in focus.

capas-fusionadas

As a final result the objects 2, 3, 4 and 5 are focused:
imagen-final-600x594-del-tutorial-amplia-la-profundidad-de-campo-de-tus-imagenes

Additional notes

In step 2, if the Photoshop already open 4 images in individual windows on the Load Layers window can give the button Add open files and so they are automatically loaded into the window (it will load all the images in the windows that then have open).

If you want to expand your knowledge of the operation of the camera either Reflex or 3D cameras in the tutorial Parameters of cameras and photographic settings explained in more detail each of its major functions such as shutter speed, aperture, focal length, ISO, depth of field, and many tips explained with photos and diagrams.

Besides this focus bracketing technique, other techniques such as exposure bracketing used to create HDR images and Tonemapping in tutorial What is HDRi? and What is LDRI? I extend much more about this technique and its use to create images with high dynamic range.

Tips for users of 3D programs

In step 1-A instead of manually doing the render you can also make an animation with the target, ie every frame put the target with its modified value and rendering animation and every frame is saved as an image sequence. For example if I want renders focused object 2, 3, 4 and 5, at frame 0 put the target match the object 2, frame 1, the target match the object 3, frame 2 I put the target in the object 4, and frame 3 with target object 5, do the render animation from frame 0 to frame 3 and render the image of each frame is independent store, so I have 4 images saved at a stretch.

Tips for users of Photography

In step 1-B instead of making the focus manually there are programs in which you connect your camera to your computer via USB (on the computer you will see the frame of your camera type Live View), will you state from where and to where you want it done focus, then you put the amount of intermediate photos you want and voila, you shoot and the program does the sequence of photos focusing as you indicated. At the end of the tutorial I show a list of programs that do this process.

Here I show you a gallery with images from this tutorial and others as an example as well as some of the programs that make the series of photos automatically

Amplia-la-profundidad-de-campo-de-tus-imagenes

Focused from object 2 to 5

amplia-la-profundidad-de-campo_-secuencia-ejemplo-2

8 images blurred

amplia-la-profundidad-de-campo_ejemplo-2

Focus of 8 images

Download another sequence of images for this tutorial.

REFERENCES

CombineZP (free)
Enfuse (free)
Helicon Focus (payment)
Photoshop CS5+ (payment)
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2 junio, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/05/imagen-final-600x594-del-tutorial-amplia-la-profundidad-de-campo-de-tus-imagenes.jpg 594 600 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-06-02 15:44:572021-09-07 18:15:28How to extend the depth of field of your pictures (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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