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Scene Lighting with HDR

هذا الموضوع : Scene Lighting with HDR داخل السينما فوردي | Cinema4Dالتابع الي قسم البعد الثالث | 3D Programs : Advanced Render: Scene Lighting with HDR Images Download: Project Works with: XL, Adv. Render Requires: Version 8.1 With the new ...

  1. #1
    الصورة الرمزية ammarkhatib
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    Scene Lighting with HDR

    Advanced Render:
    Scene Lighting with HDR Images
    Download:
    Project
    Works with:
    XL, Adv. Render
    Requires:
    Version 8.1




    With the new HDRI support in CINEMA 4D R8.1 you are now able to create realistic lighting for your scenes using only HDR images and no lights. The difference between HDR (High Dynamic Range) images and normal RGB images is basically the amount of information the format can hold. Since HDR images can hold so much more information you are able to get extreme contrast within the image and use that contrast to provide your scene with true reflective specularity and accurate illumination. This short tutorial will take you through the initial setup for creating this type of lighting. Included are several examples of a scene lit with different images and the settings used to produce those results.
    Step 1: Your first step is going to be creating the different domes that will be needed to light your scene. Create two Sphere Objects (Objects=>Primitive=>Sphere). Name one 'GI' and name the other 'Visible'. The GI sphere will be used to illuminate the scene, and the Visible sphere will be used to for reflective purposes (or background purposes). The difference between the two is minimal but important nevertheless as you'll see further down this tutorial. Enlarge both the spheres so that they encompass your entire scene. You can hide them in the editor if they obstruct your view.
    Step 2: Now you'll need to prepare your HDR images to be used in CINEMA. You can download some HDR images from http://www.debevec.org/Probes/ or acquire them from some other source. The images used in this tutorial are included in the downloadable project file. These images are usually in a Light Probe or Cross projection and must be converted in order to be correctly mapped onto a Sphere. For this first example you'll use the Kitchen image (kitchen_probe.hdr). To convert it into a Latitude/Longitude image that can be spherically mapped go to Plugins=>Advanced Render=>Convert HDR Probe. Choose the kitchen_probe.hdr image and click Open. The converted image will be displayed in the Picture Viewer and a new file will be created in the same directory with the suffix _con in the name.
    Step 3: Once you've converted the file then you can create your materials for the spheres. In the Material Manager go to File=>New Material. Rename the material 'Visible' and double click your material to open the Material editor. Turn off all of the channels except for Luminance. In te Luminance channel click the Image button and load the converted HDR image (kitchen_probe_con.HDR). The image is a little bright as is, so turn the Brightness slider down to 0% and set the Mix slider to 50%. That's all you need for this material which will be used for reflections in the scene.
    Step 4: In the Material Manager make a copy of the Visible material and rename it 'GI'. The only thing you're going to change in this copied material is the MIP Offset in the Luminance channel. Set it to 10%. You will see the image blur slightly. The reason you do this is because you are going to use this material to generate the lighting using radiosity. You need to blur the image slightly to offset the extreme contrast of the HDR image. Without doing this you would get noticeable blotches when using radiosity because of the sharp difference in contrast. This is the reason for having two spheres... a slightly blurred one for the illumination, and a sharp one for reflection.
    Step 5: Apply the Visible material to the Visible sphere, and the GI material to the GI sphere. You're now going to add Compositing Tags to each of these spheres to tell each one what it should be doing. Select both the spheres in the Object Manager and go to File=>New Tag=>Compositing Tag. Select the GI Compositing Tag and make sure everything except for Seen by GI is unchecked. Now select the Visible Compositing Tag and make sure only Seen by Camera and Seen by Rays is checked.
    Step 6: That concludes the basic setup for your HDRI domes. Now its merely a matter of tweaking and optimizing your Radiosity settings to produce the best lighting for the scene. You can adjust the Mix slider in the GI material to increase or decrease the overall brightness of the scene. The Generate field in the Illumation tab of this material and the Radiosity Strength in the Render Settings will also give you similar results. Make sure you go into the Options tab of the Render Settings and turn off the Auto Light otherwise the scene will be blown out.
    See the Radiosity and Material settings below to get an idea of where to start with your own Radiosity settings. Again, these are all lit using only the image information, no lights were used in these scenes.
    Radiosity Settings for each scene: Strength - 100%
    Accuracy - 80%
    Prepass Size - 1/1
    Diffuse Depth - 1
    Stochastic Samples - 350
    Min. Resolution - 50
    Max. Resolution - 200


    kitchen_probe_con.HDR
    GI Mix slider at 25%, MIP Offset at 10% Visible Mix slider at 50%




    stpeters_probe_con.HDR
    GI Mix slider at 100%, MIP Offset at 25% Visible Mix slider at 50%




    rnl_probe_con.HDR
    GI Mix slider at 50%, MIP Offset at 10% Visible Mix slider at 50%




    galileo_probe_con.HDR GI Mix slider at 40%, MIP Offset at 15% Visible Mix slider at 40%



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