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3D Animation 1, WS2015, Stephan Erben

3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

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Page 1: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Page 2: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

01 Intro

02 Lighting

03 Materials

04 Global Illumination

3D Animation 1, WS2015, Stephan Erben

Page 3: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Object

Pixel Sample

Pixel Grid

3D Szene

Page 4: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

2D Projektion

Page 5: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Reflection Ray (Secondary)Eye Ray (Primary)

Glossy Reflection Rays

Glossy Refraction Rays

Refraction Ray

Translucency

Object

Shadow Rays

Subsurface-scattering

Raytracing mit Licht und Materialberechnung

Page 6: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Sichtbares Licht ist ElektromagnetischeStrahlung im Bereich von 380 bis 780 nanometern

UV

380 450 500 550 600 650 700 780

IR

Sichtbares Licht

Page 7: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Lichtintensität

f 16

f 11

f 8

f 5.6

f 4

Lichtmenge

Beim Fotografieren bestimmt man mit Blende und Belichtungszeit die Lichtmenge.

Das Auge passt die Irisblende an.Große Helligkeitsunterschiedewerden automatischkomprimiert.

Page 8: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

gamma 1.0

lineares gamma

So wird das Bild aufgezeichnet

Page 9: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

So wird das Bild für die Ausgabe korrigiert

korrigiertes gamma

gamma 2.2

Page 10: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

gamma 1.0

lineares gamma

gamma 2.2

korrigiertes gamma

Gammakorrektur

Page 11: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Fehler im gamma Workflow

gamma 2.2

rendering im linearen modus

output gamma 2.2(doppelt auf Textur)

input gamma 2.2

Page 12: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

linearisieren von Texturen

inverses gamma (1/2.2) = 0,454

input gamma 0.454 rendering im linearen modus

output gamma 2.2

Page 13: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Reflection Ray (Secondary)Eye Ray (Primary)

Glossy Reflection Rays

Glossy Refraction Rays

Refraction Ray

Translucency

Object

Shadow Rays

Subsurface-scattering

Primary Rays (AA Samples)

Page 14: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Reflection Ray (Secondary)Eye Ray (Primary)

Glossy Reflection Rays

Glossy Refraction Rays

Refraction Ray

Translucency

Object

Shadow Rays

Subsurface-scattering

Secondary Rays (Subdivisions)

Page 15: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

2D Projektion

Page 16: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Aliasing

Page 17: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

4x4 Pixelraster16 Samples

Objektkante

Aliasing

Page 18: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Objektkante

4x4 Pixelraster wird in Subpixel aufgeteilt1 Subdivision per pixel = 4 Samples 64 Samples total

Anti Aliasing

Page 19: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Anti Aliasing(Optimierung Adaptiv)

Basierend auf Kontrastschwellenwert (Threshold)und Unterschied zu Umgebungspixeln werden Samples hinzugefügt oder weggelassen. 55 Samples

Objektkante

Page 20: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Contrast Threshold ist der Hebel

Qualität

Threshold niedrig ~0.001hohe Qualität und lange Renderzeit

Threshold hoch ~0.5niedrige Qualität und kurze Renderzeit

Geschwindigkeit

60% 40%

Page 21: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Anti Aliasing(Optimierung Adaptiv und zufällig)

Samples werden zufällig verteilt, aber je nachKontrast der Umgebungspixel gewichtet.Min 1 Sample, Max 4 Samples Total: 41 Samples

Objektkante

Page 22: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Reflection Ray (Secondary)Eye Ray (Primary)

Glossy Reflection Rays

Glossy Refraction Rays

Refraction Ray

Translucency

Object

Shadow Rays

Subsurface-scattering

Primary Rays (AA Samples)

Page 23: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Reflection Ray (Secondary)Eye Ray (Primary)

Glossy Reflection Rays

Glossy Refraction Rays

Refraction Ray

Translucency

Object

Shadow Rays

Subsurface-scattering

Secondary Rays (Subdivisions)

Page 24: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Reflection Ray (Secondary)Sample Evaluation

Glossy Reflection Rays

Glossy Refraction Rays

Refraction Ray

Translucency

Object

Shadow Rays

Subsurface-scattering

Samples Evaluation

Page 25: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Secondary Rays (Subdivisions)

8 8Subdivs Samples

Page 26: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Subdivs Samples

Option Divide Shading Samples ON

Max Image Sampler Subdivs

Material Subdivs 8

= 24

Page 27: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

AA Subdivs Material Subdivs Materialsamples

Option Divide Shading Samples OFF

x = 1024

Page 28: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

01 Physical Camera

02 Vray Lichter

03 Image Based Lighting

Page 29: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Physical Camera

Page 30: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Lichtintensität

f 16

f 11

f 8

f 5.6

f 4

Lichtmenge

Beim Fotografieren bestimmt man mit Blende und Belichtungszeit die Lichtmenge.

Das Auge passt die Irisblende an.Große Helligkeitsunterschiedewerden automatischkomprimiert.

Page 31: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

„Sunny 16“ = Bei hohem Sonnenstand, f16, ISO100, 1/100

Belichtungstabelle

Page 32: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Vray Lichter

Page 33: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

IES Lights

Page 34: 3D Animation 1, WS2015, Stephan Erbenserben/WS_2015/SEM3/folien/3DAnimation1...Glossy Refraction Rays Refraction Ray Translucency Object Shadow Rays Subsurface-scattering Samples Evaluation

3D Animation 1, WS2015, Stephan Erben

Nur direktes LichtLocal Illumination

direktes und indirektes LichtGlobal Illumination