render-real

surf

Veteran
how do you render 3D objects that they can fit to the real environment? my renders are always look like cartoons, or normal graphics.
 
Use IBL & HDRI. Render multiple passes. Global Illumination. Camera projection.

Those are a few I can think of. What renderer are you using?
 
mostly maya's software, and I am getting use to mentalRay, but it is slow.

what does IBL mean?
 
IBL = Image Based Lighting. Basically using a pic to light your scene. There is a book called Learning Maya 7 Special Effects. It has a lot of good topics for using mental ray to get photoreal results.
 
oneinfiniteloop said:
IBL = Image Based Lighting. Basically using a pic to light your scene. There is a book called Learning Maya 7 Special Effects. It has a lot of good topics for using mental ray to get photoreal results.
Good, I bought that book about a month ago, and I am getting ready to start it. The more I work in 3D, the more I realize that rendering is such an important part of the whole equation. They say that you can't polish a terd... Well, if you are good at shading and lighting you can :) No matter how much I put into my models. It seems like the rendering portion is what makes it or breaks it.

Mike
 
IBL is the method, HDRi is the actual picture. There is a node in mental ray you can create called IBL. When it creates the node (under the Render Globals) you can then select your image, an HDRi, select your mapping style, set other options, then render. mental ray will use that HDRi to light your scene.
 
surf...you really need to get some books on this subject...this is like asking how do i use a DVX...far too broad.

get a book.
 
I have tryed it and, it works. I am just understanding the method
ye, I have realised that I need more books.
 
There is one simple "down and dirty" way, not requirering the use of radiosity or HDR lighting. Workd best when your object is something that has a lot of reflective properties, like a robot. You need to take pictures of the room it is going to be in and combine them into one super-panoramic that will texture the inside of a sphere. Then you use that to generate an accurate relction map, and with well placed lights, the results can be passable. You will also definately have to do some simple modeling to rebuild the parts of the room where any shadows would fall, so planning the shot out and pre-production is critical.

You will also need to use a Multipass rendering setup, for total flexability. The main passes you will need would be Diffuse Lighting, Raw Color, SPecular Lighting, Reflection, and Shadows. You really should include an Occlusion pass, but I don't think you can do that without going radiosity for Lighting, Rich correct me if I'm wrong on that one.

Your shadow pass will definatly need to include the extra elements you model to rebuild the portions of the room the object will interact with.

Not an easy thing to do great, but something that can be done pretty well fairly easily. Just do as much planning as you can before hand, and unless you want to go the additional (and timely and potentially deadly if doen wrong) route of Match Moving, lock your camera down. Your shots wont be as dynamic, but they will be much more believeable, and you wont have to try to keyframe camera movement by hand.
 
so what kind of other methods do you use? I would like to know some now, because it is necessary for me, and later I will read a booked
 
next week i start working on a few photoreal shots for a music video...

for kicks/surf i will do a little step by step process as i go...aight?!
 
Rich Lee said:
next week i start working on a few photoreal shots for a music video...

for kicks/surf i will do a little step by step process as i go...aight?!


thank you in advance! :dankk2:
 
Rich Lee said:
next week i start working on a few photoreal shots for a music video...

for kicks/surf i will do a little step by step process as i go...aight?!


Rock ass!


Do it in Blender. . .
 
Besides having good lighting you also need to understand textures and the way light reacts with the textures.
One technique for lighting you can use is to shoot someone walking around the scene with a big grey ball. Take notes on where the lights are. Take the footage in to your 3D app and create a grey ball the same color and match the 3D ball lighting with the one in the footage. Sometimes they use a half grey ball and half reflective ball but im not sure why the reflective side.
 
Aram Bauman said:
Sometimes they use a half grey ball and half reflective ball but im not sure why the reflective side.

The reflective side is for taking bracketed exposures for HDR images for using in the renderer to recreate the lighting more accurately, called IBL.
 
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