Photorealistic Image
Note on project : This is a particularly difficult scene to simulate interior lighting due to the complexity of geometries and large amount of glass, several techniques were used to achieve desired outcome. The process of tweaking and self-pace learning really takes time, coz hey, I’m just a newbie when it comes to render in 3dmax.
Fake radiosity
Technique : General scene is lit by 2 omni lights with adjusted far attenuation, with low multiplier and casting no shadows. A spotlight with higher multiplier acting as sunlight, casting raytrace shadows. An omni with negative multiplier is placed at the far end of the scene just to slightly darken the scene to create a more gradual transition of light, and another omni is placed at the strongly lit spot to create a secondary bounce of light onto the ceiling.
Outcome & Issues : A sharp image in overall, there is secondary bounce but lack of subtle shadows along the edge of opening; it would be good if there is stronger secondary bounce on the exterior, as well as the dark bits or the interior.
Radiosity
Technique: The whole scene is lit by one IES Sunlight, tweak to the right settings, let max do the radiosity calculation, and let the light bounces to illuminate the scene accurately, that’s how radiosity works IMO. Intensity of sunlight must be lowered from default value of 50000 lx to 2500lx, otherwise the scene will be extremely bright! Logarithmic Exposure Control is selected, and the brightness is set to 60, and 45 for contrast. Trust me, if you want to get the lighting right, you just have to sit there, tweak n’ wait, n’ tweak, n’ wait...
*Outcome & Issues: Even though Inger had mentioned about the inflexibility of radiosity, IMHO I still think you can achieve realistic imagery through using radiosity calculation – ONLY if you know how to tweak it in a proper way! Your must have accurate material property too. Honestly, I really don’t know what the heck is wrong with my glass... Here is the positive results of my radiosity rendering : Ceiling and floor are nicely, subtly lit with good transition. The far end of the interior space is ‘ambiguously’ illuminated. Notice the stairs, as well as the exterior roof form are nicely lit by bounces of light. I like the floor of the entrance and the bluish colour bleeds on the linings.
Vray Free 1.09.03n on 3DMAX 6
Since the outcomes are not so satisfactory, and there are opportunities to explore more, I began to look outside the square. Vray is a rendering plugin offers by Chaos software. Since it is a free, beta version for public testing, there is absolutely no harm giving it a try. It offers features such as image sampler, indirect illumination (GI), QMC sampler etc., which are enough to produce some good images, but they disabled some small features which can be quite useful for tweaking, pain in the arse! Click on one of these link to go to download Vray:
http://www.chaosgroup.com
http://www.chaoticdimension.com
http://www.vrayrender.com
Vray04
Technique : I’m not giving a tutorial here, simply because I’m not good enough to do so, so I won’t elaborate so much on specific settings to achieve the imagery. Anyway, I don’t really know how to explain to you how each feature works, I will tell you what I know, and if you are really that eager to find out, please refer to the help file which comes along with the free Vray package. The worse thing ever happened to me was – I lost the settings for this rendering! No matter how I tried, I never get the same lighting effect back. It could be a strong multiplier for the spotlight, and in indirect illumination (GI), the multiplier for the fist diffuse bounce could be a 1.2, and secondary bounces of 0.85 ?
Outcome & Issues : The reason I suggested strong multipliers was because it was possibly the settings to achieve this image with ‘over’exposure. Yes, it is too bright, the glass is too reflective, and it looks like a UFO is casting its rays upon the building, but the good thing is, it strongly suggesting one of the idea that I am pursuing – the contrast of lightness and darkness. This is an exaggerated version of it. The best thing I like is the well-lit textured ceiling and the pitch-black interior – the light is giving hope to the space.
Vray07
Technique : There is always hope in this world – I finally achieve the effect which is almost similar to vray04, AND the exterior is visible and clear from the interior this time! Here are the settings for my vray07:
Ok, this is what I know:
- Image sampler (Antialiasing) : pretty straight forward, this is have to do with image antialiasing. Fixed rate is good for test renders, fast and blotchy. Raise the value will smoothen up image as well as slightly increase rendering time. Adaptive subdivision would be the best option for most of the scenes, but if your scene has lots of glossy reflections, for instance my scene, simple two-level is recommended. I used to render my scene under adaptive subdivision, trust me, I fell asleep.
- Depth of field : you know what it does, max users! - Antialiasing filter : basically if you turn it on, you will know the difference, there is a description under each filter. I used Sharp Quadratic for sharp pixel reconstruction.
- GI Environment (skylight) : yes, turn it on, it will illuminate your exterior - Reflection / refraction : I don’t know why it makes no difference on my scene, a smart person like you might know better than me.
- Indirect illumination (GI) : This is the crucial part – first diffuse bounce and secondary bounces of light, turn it on, you will see. Refractive GI caustics should be on, but try not to check reflective GI caustics coz it may cause some over-bright highlights. Difference settings and configurations on both sides will offer different results, but for my scene, Irradiance map with HSph?.subdivs of 30 and interp.samples of 10, plus Direct Computation : subdivs of 10 and depth of 1, give me the best results so far. Increase of values will of course, increase your rendering time, smoothen up the rendering as well as having a more detailed evaluation of bounced light in the scene. This appears to be same for Irradiance map presets.
- QMC Sampler : This is so-called the quasi-random generation engine, I’m not sure what I does really but according to some source, but turning the ‘lock to pixel’ on, it can actually avoid some flickering effect in your animation renderings. Try to keep the noise threshold as low as possible, and around 15 for min samples, I tried to raise the value before, and rendering time will be doubled.
Vray08
Techniques :
I forgot to mention something : even you can rely on bounces of light in vray to illuminate the scene, as I said, this is not a conventional scene which can be simulated easily. Therefore, can extra omni is placed again right on spot between the entrance and the staircase to simulate a secondary bounce. So the whole scene relies on 2 lights : a strong spotlight as sunlight, and an omni. The scene will be quiet dark and spooky if you just have a sunlight and try to rely on it to light up the scene, it just doesn’t work at all. The result is pretty close to radiosity rendering you see, but the light bounces more subtly throughout the entire scene. IMO, I would say, much better than radiosity. The shadows at the entrance area have improved quite a lot, as well as the glass. The only thing is the back bits behind all the glass, they are a bit too bright don’t you think.
Outcome & Issues :
No fancy stuff, no changes on the rendering settings, all I did was just overlay vray04 on top of vray07, adjust the opacity and try to get a balance between 2 renderings, and this is what I got. The scene is lightened up a little bit, especially the exterior and the ceiling. The bit behind the glass is darkened a bit, not much. But somehow, I have a feeling that these 3 renders have their beauty of their own...
Note : Another powerful rendering plugin (very powerful...) which you can give it a try is Brazil Rio. It offers more flexibilities than vray, but experience and LOTS of practice are needed to tweak an image. This is another free, public beta testing version, render size is restricted.
http://www.splutterfish.com
Enjoy!
The abstracts
The ambiguity between the lightness and the darkness, as well as the irrationality, complexity of broken geometry, spatial distortion – this are the ideas that I’m looking at. I began to look at Eric Owen Moss’s work – the box. A series of photographs in the documentation of this project were being investigated.
There is a high level of precision when it comes to the joining and touching of the distorted and fragmented. The blurring between 2D and 3D, photography and painting, this B&W photo is portraying the 3-dimentional space, yet it also has this 2-dimentional painting quality to it. The texture of the ceiling, the contrast of lightness and darkness, somehow there is a similar mood between my project and the box.
I proceed to look at earlier works of Morphosis, not only they were using similar style in expressing their architecture, this project – 72 Market Street Restaurant, is also expressing ideas of loss of center, destabilization, and the breaking and making of architecture.
The interesting thing is how he used combination of painting, colour scheme, and collage of drawing to explore these idea : the texture of oil on canvas, the red that draws your attention to the painting; the light and shadow, and the plan of the beams (the cross) which look like a thin column in this sectional drawing, is somehow acting like the only structure which supports the base of the building. This painting offers ambiguous reading of the project, and blurs the boundary between literalness and abstraction.
Similar technique is used on my rendering to achieve this level of abstraction. I like the contrast of the light and shadow, and the painting quality of the reflection on the floor. I think the distorted geometry of the entrance and the reflections are suggesting the idea of destabilization...
It’s a pleasure to share my thoughts and insight with you all...
p.s This is the most enjoyable class i have ever had, you guys are a bunch of crazy people, CRAZY...^_^
... -- 2004/05/27 01:43 EST reply
... -- 2005/03/17 11:30 EST reply