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Mental Ray Interior Lighting Basics

هذا الموضوع : Mental Ray Interior Lighting Basics داخل الدورات والدروس التعليمية | 3dsMax Tutorials & Tipsالتابع الي قسم Autodesk 3D Studio Max : Things to remember about Lighting If you ever hope to achieve good-looking, complex, 3D scenes you need to know a ...

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    Mental Ray Interior Lighting Basics






    Things to remember about Lighting

    If you ever hope to achieve good-looking, complex, 3D scenes you need to know a couple of things about lighting in general. Excuse the less-than-completely-scientific language.
    » Lighting is the only element that is completely indispensable
    » Shapes are defined by light and shadow.
    » In the real world, light never comes from a single direction. It may look like it does, but its never the case.
    » Light bounces around
    » The perception/ visual recording of light is different between mediums
    » Neutral light = an equal amount of Red, Green and Blue photons (RGB)
    » If you’re a beginner, CG Lighting has a habit of being rather sucky. This tutorial will not solve that. It will continue to suck until you get accustomed to its rules and implementation. It usually takes a while and a truck-load of patience.

    The 3DS Max Scene

    We’ve prepared a simple scene so you can follow along. Download the archive and import the fbx file:

    1/3 Planning / Identifying light sources

    If you’re building your own model, take some time to identify the areas that will produce or let light in. In our case, we’ll be using a single barred window. Also, now would be a good time to decide the mood of your scene. We’re looking to get a somewhat heavy, depressive, feeling, so we’re going to set the lights to imitate dusk.
    The cell’s bars will produce simple, visual cues that will increase the notion of depth and add some realism to the scene. Ironic, huh?

    Now, when considering what lighting system to use, please remember this single piece of advice:
    The most common lighting system is a 3 point one:
    » 1 main light
    » 1 low-intensity ambient or fill light (usually an omni, skylight or hdr map)
    » 1 backlight to fake those naturally occurring soft highlights

    In this case, we’re only going to abuse 2 lights, since we’ll be using mental ray’s Global Illumination algorithm. Go to 3DS Max’s Systems tab {} and place a Daylight system in your scene. Set the time to 18:00 hours or so. This will simulate a dusk scenario.

    Press {“C”} to go to the camera view and your scene to know where you stand right now. You should get this:

    Not that impressive. Light is barely creeping in and it’s certainly not bouncing around like it should.





    2/3 Global Illumination

    Go to 3DS Max’s Render Setup {} window, click the Common tab, scroll down and roll-out the Assign Renderer panel. Assign the mental ray renderer as the default production one.

    Open up 3DS Max’s Material Editor {} {“M”}, click and empty slot and assign an Ambient/ Reflective Occlusion map to the diffuse map slot.

    Set-up the AO map while you’re here:
    » Set the Samples to 50 {less noise}
    » Set the spread to 1.5
    » Set the Max distance to 10

    Go to the camera view and render:

    Take a close look at the difference and understand the Ambient occlusion’s merits. Click the Daylight System and set the Sunlight to mr Sun and the Skylight to mr Sky. Click ok on whatever pops up (the Logarithmic Exposure Control and mr Sky – we need them both at default).

    Switch to the Camera view {“c”}and render again.

    A bit better already. To get the light photons to bounce, open 3DS Max’s Render Setup {} window, go to the Indirect Illumination tab, scroll down and enable the Global Illumination. Also set the Average GI Photons to 50000.

    Aaand, switch to the camera view and render again:



    Almost there. Right now, the scene is a bit dark. To fix this, click the Daylight system, the Modify tab {} and set the Multiplier to 3.2

    Now, to emphasize the area that the light hits we’re going to create a pseudo fill light. Place a mr Area Omni in the corner of the room and:
    » un-check the Shadow box
    » set the Multiplier to 6
    » the Decay to Inverse Square
    » the Start of the decay to 150 cm.
    » make sure you un-check the specular box under the Advanced Effects tab.


    Render again.

    3/3 The Mood and render settings

    Looks bright enough, but we’ve lost the reddish tint that we were trying to get. To fix this, click the Daylight system, the Modify tab {}, scroll down to the mr Sky Advanced Parameters and set:
    » the Red / Blue tint to 0.7
    » the Saturation to 1.
    » the Horizon height to -1 to make sure it covers the entire scene.


    Render again:




    Getting closer. The light is know a bit to bright and playful and the shadows are way to soft. Remember that more pronounced shadows will help you achieved a more menacing/ heavy scene.

    Click 3DS Max’s Daylight system/ Modify tab {} again and set the Multiplier to 3.0. To fix the shadows, set:
    » the Softness to 0.7 or so
    » the Softness Samples to 16
    » the Multiplier to 2.6-2.8


    Finally, to prepare for the final rendering, open up 3DS Max’s Render Setup {} window and under the Indirect Illumination tab set the Final Gather Precision to low or Medium.

    Now, click the Renderer tab and set the Samples per Pixel to 4 and 4.

    Switch to 3DS Max’s Camera view again {“C”} and render again:

    If you feel it’s still a bit too bright (we do) you can easily tweak the mood by dropping the Omni’s intensity and emphasizing the Daylight. You can also set the sky saturation and intensity lower to make it look grittier. From this point onwards, it’s up to you.


    التعديل الأخير تم بواسطة waleed_ali ; 26 / 12 / 2012 الساعة 44 : 05 AM

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