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Download print resolution table based on distance (English)

Downloads, Others

Today I will explain a topic that many times caused confusion when deciding what size to make a render when we need to cover a large surface area. Everything came up when I needed a large render «How to create a large render» for an advertising area.

We know that to print A4 folio in good quality has to be 300 or 400 dpi (2480 × 3508 px); We think that if we need to cover an area more extensive than the dpi must continue to preserve the visual quality of the Image, but not so, it all depends on the distance.

That is, the more distance there is between the area to be covered and the viewer the less dpi needed, while for an A4 sheet to be viewed at a reading distance of about 25 cms, 300 dpi is needed. For a billboard that will be at a distance of approximately 16 meters, only 5 dpi is needed.

Next I show a table that I found and that shows the dpi that is needed according to the distance to which it will be seen, keep in mind that this table is only a reference if you can ask to your printing press and that tells you to which resolution they print it already Which will depend on the machine they use and the material on which they print.

Viewing distanceMaximum resolution appreciated by the human eye
8in381 dpi
10in305 dpi
12in254 dpi
1ft 3in191 dpi
1ft 7in152 dpi
1ft 11in127 dpi
2ft 3in109dpi
2ft 7in95 dpi
2ft 11in85 dpi
3ft 3.3in76 dpi
3ft 11in64 dpi
4ft 7in54 dpi
5ft 10in42 dpi
6ft 6.7in38 dpi
8ft 2.4in30 dpi
9ft 10in25 dpi
3yd 2ft22 dpi
4yd 1ft19 dpi
4yd 2.7ft17 dpi
5yd 1ft15 dpi
6yd14 dpi
6,56yd13 dpi
8,75yd10 dpi
10,94yd8 dpi
13,12yd6 dpi
15,3yd5 dpi
17,5yd5 dpi

So if you have to do a photo or render of 10,94 X 3,28yd and that is going to see at a distance of 3.28 yd, according to the table you need 25 dpi, es decir:

10,94yd = 393.7in
3,28yd = 118.11in
393.7in X 25 dpi = 9842,5
118.11in X 25 dpi = 2952,7

To cover 10,93 X 3,28yd at a distance of 3,28yd you need an image of 9843 X 2953 pixels
Here the button if you want to download this table in pdf:


21 abril, 2017/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2017/04/tabla_de_resoluciones.jpg 540 960 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2017-04-21 16:15:172021-09-07 18:03:44Download print resolution table based on distance (English)

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

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:

Thank you 🙂

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

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)

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)

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