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Figure1
Figure1.1 Okmovingon.Whatsnext?OhIknow!SomeHDRIsweetness!Thatsright!LetsfindtheIBLsettings, opentherendersettings(Figure1.2.1).YouseetheMentalRayTab?Innotchangeyourrendererto Mentalray(Figure1.2.2).Clickthatandthenmovedowntotheenvironmentlineattheverybottom andexpandthelinebyclickingonthearrow.SeethebuttonnexttoImageBasedLightingcalled Create;clickthat(Figure1.2.2).Guesswhatwegetnow?Wegetashinynewenvironmentsphere andawholetonofnewoptionsintheAttributeeditorfortheIBLNode.Letstalkaboutthenextmost importantpart,whichisgettingyourimageontothesphere.JustclickonthefolderIconnexttothe imagenameandloadupyourLightMap.OnceyourLightMapisloadedupitmayormaynotlook weird.Ifitdoeslookfunnyitsmostlikelybecausetheimageyouloadedupwasthatofachromeball. BydefaulttheMentalRayIBLnodeisnotsettohandlethisproperly.ItissettohandleaLat/Longfile whichhasa2:1aspectratioandisbasicallyasphereunwrappedflat.Tofixthissimplychangethe Mappingatthetoptoangular.(Figure1.2)
Figure1.2.1
Figure1.2.2
Figure1.4 First,clickthecheckboxthatsaysemitlightandjustlikethatwehaveturnedonthecomplexprocessof emittinglightfromanimage.Itsalldownhillfromherenowait,uphillImean.Findingthosemagic numberscanbefrustrating.ThefirstthingyouaregoingtodoissetyourQualityU/Vtothesizeofyour LightMap.ThisjustsetsupAcontrolTextureforlightemission.EveryPixelinthattexturevirtually representsadirectionallight.MayaHelpDocs.Thesenumberscangreatlyincreaseorreduceyour rendertimessotreatthemwithcare.NextwehavetheSamples,andIthinkthebestexplanationcomes fromthehelpdocsagain;Samplingalldirectionallightsrepresentedbythecontroltextureisoften prohibitivelyexpensive.Thereforetheshaderhasabuiltinimportancemechanismthatattemptsto selecttheprimary(key)lights.MayaHelpDocs.BasicallywhatIhavefoundisthatincreasingthese numbersincreasesyourrendertimebutalsoincreasesthequalityofyourshadowsandlight.Varyfocus willoffsetthedirectionofallyourdirectionallightsrandomlyandimprovequality.Lastbutnotleast, disablebacklightingwhichshouldonlybeuncheckedifyouhavesomethinginyourscenethatis transparentlikeglassthatgreatlyoptimizesthesamplinginyourscene. Whew,Ithinkthatcoversmostoftheimportantstuff!Ithinkeverythingelseisprettyselfexplanatory, butthebestwaytolearnistojuststartclickingsomestuffandgetyourhandsdirty!Seewhatcomesof it!(Figure1.4)
Figure1.5 Atthispointitsimportantthatyourreflectionmapisalat/long.Ifitisnt,youcaneasilyfixthiswith HDRshopbyjustlookinguppanoramictransformations.ThisisbecausetheIBListheonlyplacethatI havefoundthatsupportsAngularmappinginMentalRay.Anyway,onceyougetthecreaterender nodedialogboxmakesureyouchooseasprojectionandthenclickfile.Afterthatintheattribute editorforyourshader,changetheProjectiontypetoSpherical.Nextselectyourlat/longandnowwhen yourenderyouwillhavereflections.Youmightnoticethatyouseeyourreflectionmapinthe background;thisisaneasyfix.Selectthepolygonsphereandpulluptheattributeeditorandgoto renderstats.Turnoff:Primaryvisibility,CastShadows,ReceivesShadows,DoubleSidedandclick opposite.NowyouhaveaspherethatonlycontributestoReflectionandRefraction,nothingelse.
Figure1.6 Dang.ThatsalotjusttogettheHDRIlightingsetup,sonowweshouldbreakitdown.Myapproachto thisproblemwas,Ithink,relativelysimple.IfyouthinkofusingEmitlightintheIBLnodeasthesame thingasmakingatonofspotlightstheneverythingwillmakesense.(Figure1.6) DiffusePass Forthediffusepass,allwehavetodoiseliminateeverythingexceptforthediffuserays.Todothiswe havetocreateanewrenderlayer.Makesurethatyoucreateanemptylayer(dontusetheaddselected geometrytorenderlayerthisbuttoncanbebuggy).Afterwhichyoucanselecteverythingthathas diffuseinitandrightclickandaddtothatlayer.Makesurethatyoudontaddthereflectionsphere,not thatitreallymatters,butitwillhelpinkeepingyoursceneclean.Next,rightclickonyourrenderlayer andgototheattributesofthatlayer.TurntheOverrideonfor:CastShadows,ReceivesShadows,Visible inRefractionsandReflections.NextgototheattributesfortheIBLnodeandunderEmitLightUncheck: EmitSpecularandRaytraced.Youshouldhavesomethinglikebelow.(Figure1.7)
Figure1.8
Figure1.9 NowPressrenderandyoushouldgetsomethinglikebelow.(Figure2)
BrendanFitzgerald www.crazy8studio.com Brendan@crazy8studio.com castandreceiveshadowaloneon,turnoffreflections(thisalsomightnotmatter,butbettersafethen sorry).OnceyouvedonethatgobacktotheEmitLightoptionsintheIBLnodeandturnmakesurethat Emitdiffuse.NextgototheHypershadeandcreateaUseBackgroundShader.Intheusebackground shadersetSpecularcolortoblack,Reflectivityto0,andReflectionlimitto0.Leaveshadowmaskwhite. Lastly,whileyouhavetheshadowlayerselected,rightclickontheUseBackgroundShaderyoujust createdandselectAsignMaterialOverride.Noweveryobjectinthislayerwillhavethisshaderapplied inthislayer.(Figure2.1)
Figure2.1
Figure2.2 Almostdonejustalittlemore.Thisnextoneshouldbeinteresting! Reflections SoinitiallyImustsaythatthereisaproblemwithmymethodofdoingwhatwearegoingtodonext. Youmaynoticethattheonlykindsofreflectionsyouwillreceiveareglobalreflectionsoronesfromthe HDRI,butnotfromthegeometryitsself.Idevelopedmyownprocessforthis,butitishighly impractical.IamgoingtotrytoavoidbringingthisupandinsteadwillshowyouanotherprocessthatI foundonlinefromsomeonemuchsmarterthanmyself.SinceReflectivityisanadditiveprocesswe dontneedlightsfortheShadertointeractwithHDREnvironmentmap.Soletssetitupourreflections. Createanewrenderlayer.FormyteapotsceneIonlywantreflectionsontheteapotsthemselvessince thegroundplainisntreflective.So,Ihaveonlyaddedtheteapotstomyrenderlayer.Nextremember thereflectionspherewecreatedearlier?Timetoputittouse!Selectthereflectionsphereandaddthat tothereflectionlayer.GototheattributesofthereflectionlayerandturntheOverrideOnforCast ShadowandReceiveShadow.Lastbutnotleast,gototheIBLNodesettingsandturnoffEmitlight. (Figure2.3)
Figure2.3 Nowpressrenderandyoushouldgetsomethinglikethis.(Figure2.4)
Figure2.5
Figure2.6
Figure2.7