The haze parameter influences the apparence of the sky and horizon, but it's also drive the softness and the strenght of the sun light. The range start from 0 (clear day) to 15 (overcast/desert storm). HAZE: it sets the amount of haze/fog in the air. I often leave it as is, this parameter can help you in complex light situations (for example when you are doing evening scenes where you have to combine natural and artificial light). MULTIPLER is the overall strenght of the sky light emission. If you are looking for a deep explanation of every single attribute and connection please refer to some technical sheet. Let's take a look at the controls that I tweak in the most of the cases when working on exterior render scenes. STEP 4: MENTAL RAY PHYSICAL SKY IN DETAIL It has to do with response curves, parameters and types.but for now just keep in mind that tone mappers are essentials for any convincing computer generated images. The tone mapper elaborates the full spectrum of the image to make it more eye-pleasing (in tech terms it converts an HDRI image in a low dynamic range image, to make it easly readable by our eyes trough our displays). One of the one tonemapper's primary duty is to balance the luminance between high luminance and low luminance pixels coming from our renders. the most of that things are driven by tone mappers. If you are familiar with real photography you know that your camera is responsible of many fundamental aspects such exposure, depth of field, grain, white balance and so on. I often set the time of the day using the IPR render fetures in Maya, in that way I get an instant feedback of what I'm doing.Ī tone mapper is created (mia_exposure_simple) and connected to the camera through the Mental Ray's lens shader tab.Ī tone mapper simulates the real camera behaviour. This aspect of the overall illumination should be the first thing you should figure out: find the right time of the day can drammatically enhance your renders. Mental Ray Sun is directly connected to Physical Sky, driving the overall aspect of the environment.īy simply rotating the sunDirection light you can change the time of the day. The sunDirection node is created at the center of the scene and it has the apparence of a standard directional light. STEP 3.2: MENTAL RAY PHYSICAL SUN EXPLANATION So be sure to put Final Gather ON when you work with Physical Sky. IMPORTANT NOTE: You won't see any Physical Sky effect if you don't turn on Mental Ray Final Gather (indirect lighting computation), After all this journey the indirect sun light has become an omnidiectional / very diffuse light. Infact the sky is enlighted by the Sun (a direct light source) this light travels and scatters through the athmosphere and finally hits our scene. What makes the Physical Sky Dome a soft light source lies in it's nature: it is an indirect type of light. Physical Sky light contribution only Physical Sun light contribution only The combination of that 2 light sources (sun and sky) creates the typical and realistic daylight This is the reason why professional landscape photographers try to take their pictures just when the sky dome light contribution is higher than the sun power. That hemisphere has a light emissive textured attached to, that texture is based on a Physical Sky model (Mental Ray should use the Preetham sky model ).Ī Physical Sky Dome is very important because its light contribution is HUGE, in quantity and quality therms:Ī sky dome emit an extreme soft type of light (the opposite of the harsh direct sun light), that kind of light is very eye-pleasing. Mental Ray's Physical Sky is connected to the persp camera trough the Mental Ray's environment tabĪ Sky Dome is an hemisphere that surrounds our scene. STEP 3.1: MENTAL RAY PHYSICAL SKY DOME EXPLANATION What are these nodes and what they does? Let's take a deeper look to them. MentalCore, developed by Supervising Technical Director Corey Frew at Oktobor Animation, animation studio for several high-profile Nickelodeon series, is production-proven and provides enhancements to the standard rendering workflow using Autodesk Maya with NVIDIA mental ray.1) Create a Physical Sky Dome 2) Create a directional light (Sun) 3) Create a tonemapper 4) Enable indirect light calculation (Final Gather) Coming with a wide range of material, texture and utility shaders, making it even easier and faster to achieve the look you desire. MentalCore makes working with render passes simple, straightforward and simple. The MentalCore environment shader allows you to control the environment for different stages of rendering (reflections, finalgatheretc)Ĭreate and preview render passes at the click of a button. MentalCore allows you easily solve many rendering problems such as Ambient Occlusion transparency.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |