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VRay Sun, Sky and Physical Camera video tut + Bonus Script!

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  • VRay Sun, Sky and Physical Camera video tut + Bonus Script!

    New link, kindness of Posterous from VRayElite (and this forum, of course )
    http://www.vrayelite.com/lele/leleTut.php
    ---------------------
    http://rapidshare.com/files/7478059/Part_1.avi.html
    http://rapidshare.com/files/7478062/Part_2.avi.html
    http://rapidshare.com/files/7473970/Part_3.avi.html
    ---------------------
    http://depositfiles.com/files/449543
    another link, one 104 megs rar.
    Another "non-legit", direct link (i was never mailed or pmd, but found them with google. the hoster is free to mail/pm me in case he wants them removed). seem dead slow here, but may prove a shortcut to some.
    http://www.maxarea.com/download/video/physcam_tut.rar
    ---------------------
    http://depositfiles.com/files/556454
    This is the scene i used throughout
    ---------------------
    http://www.scriptspot.com/lele/VRay_...erter_v1.1c.ms
    The script to change diffuse and reflection maps and colours to a user-set value.
    Please note: this is NOT a macroscript. To use it just do "maxscript->run script" and point to it.

    It's an informal talk over the mike, rather than a pro tutorial, but it should prove useful to those of you that still wonder about how these three should work, particularly for what concerns lighting intensity and distribution.

    part1: intro, measurements of light intensities (standard/sun), study of material's reaction to different lights
    part2: Individual Methods to compensate for the HDR character of the sun, and my proposed workflow.
    part3: Adding GI and bringing the babe home: save 250% rendertime, and get a nicer, cleaner, more balanced picture.

    Please give me some feedback on this: if it's understandable, if it makes any sense to you, if you'd like to see me quit or expand on the issues, and on which ones.

    Thanks for your time

    Lele

    P.S.: should anyone wish to host the 80-odd MB of the tuts, please pm me first. they're meant for the forum users, not for emule, so please don't share the files, rather share the link to this post.

  • #2
    downloding right now Lele
    i ll watch them tonite (i hope!)

    and will lay heavy critics tomorow!
    Nuno de Castro

    www.ene-digital.com
    nuno@ene-digital.com
    00351 917593145

    Comment


    • #3
      Thank you Lele!
      LunarStudio Architectural Renderings
      HDRSource HDR & sIBL Libraries
      Lunarlog - LunarStudio and HDRSource Blog

      Comment


      • #4
        edit...
        well...i ll watch the 1st cause i have to wait 45 minutes to dwnl the 2nd and so on...
        arghhh

        Nuno de Castro

        www.ene-digital.com
        nuno@ene-digital.com
        00351 917593145

        Comment


        • #5
          hey lele, its your voice?

          going to watch now.
          Jonas

          www.jonas-balzer.de
          www.shack.de

          Comment


          • #6
            Eheh jonny, it has to be :P

            As for the downloads, aye, unfortunately it's rapidshare: 10$ a month not to wait...
            I / we can wait for a good soul, should this be worth the hassle at all

            Lele

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            • #7
              Great videos studioDIM. Very helpfull. I understand the workflow for
              sun/sky/phys cam alot better now. Thanks for taking the time to put
              these together. Great work.

              Regards,
              Mike
              http://mikebracken.cgsociety.org/gallery/

              Comment


              • #8
                Further to what I said in MSN Lele, have a look here.
                http://www.rogepost.com/

                Seems totally unresticted.

                Comment


                • #9
                  posted them on
                  http://depositfiles.com/files/449543

                  Will upload somewhere else as well

                  Lele

                  Comment


                  • #10
                    Cool.. enroute now

                    Comment


                    • #11
                      Very Cool, and really needed. Combining LWF and correct lighting and exposing is producing v good results.

                      I have a question about the 0.255 rgb mult. Can it be left at 0.255 or does it have to be changed for every colour?

                      If the vrayColour mat had a gamma correct tab, as I think Vlado has done in RC4 would this overcome things, ie just set the gamma to 2.2, and choose a colour, and perfect?

                      If max had the option to automatically apply 2.2 to colour swatches as it does for inport bitmaps, this whole issue would be solved?

                      Well done on the videos, I learnt the expression shortcut I had forgotten!

                      Cheers

                      Comment


                      • #12
                        It does have that option in your preferences - gamma, bitmap input gamma and affect colour sliders.

                        Comment


                        • #13
                          joconnell,
                          for what I know that option is missing in viz (thanx a lot autodesk, we can hope in rel. 200, so probably the new gamma correct for vrmtl could be a useful workaround to avoid the cc plugin.

                          thanx lele for your tuts

                          a.
                          Alessandro

                          Comment


                          • #14
                            Originally posted by m_hinks
                            I have a question about the 0.255 rgb mult. Can it be left at 0.255 or does it have to be changed for every colour?
                            The 0.255 idea is something that popped in my head while working on preparing the video.
                            A trick to remember to darken the materials' diffuse (reflection and whatnot), and do so fairly consistently and in the right-ish ballpark.
                            There's no science in the number, just the luck that that one works well enough. and is visually appealing
                            And frees us of most of the guesswork, once we have the resulting colour firmly at a quarter of its brightness, we can just go about the vray colour map picking 8bit colours at will, like we always did.


                            This is the same scene (whites are 64 gray, or pure white times 0.255), with some toying around to find out if i raved, or the balance is preserved with advanced materials and so on.
                            Maximum reflection colour was 110 (the Sphere, with no glossies).
                            Gargoyle specular was at 80, i reckon,SSS light intensity was at 1 (no faking, multiplying or anything...), as well as fog multiplier.
                            Once the scene is ready, the rest falls in our lap without more work, it seems.

                            Thanks for the kind words so far, glad it helps bits

                            Lele

                            Comment


                            • #15
                              It does have that option in your preferences - gamma, bitmap input gamma and affect colour sliders.
                              Yeah sorry, I know that option for inport bitmaps, its an option for applying the same gamma to all colour swatches it really needs.

                              That would mean materialsl could be set up as have always done, and all maps/colours would be corrected auto.

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