HDRI and Mental Ray

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    BrendanFitzgerald

    www.crazy8studio.com

    [email protected]

    HDRIandMentalRay+RenderPasses

    DigitalMediaClub(www.dmcscad.com)April2,2008

    Inmy

    last

    lecture,

    Ishared

    with

    you

    the

    practical

    application

    of

    photography

    and

    how

    to

    obtain

    HDRIs

    usingphotographictechniques. ThistimeIwillbetalkingabouttheimplementationofHDRIinaMaya

    sceneandsometricksthatIhavelearned. Aswitheverythingelse,therearenumerouswaysofdoing

    things,andwhatIplanonshowingyouisonewaythatworkedforme. ThePasseswewillcreateusing

    onlyanHDRItolightoursceneare:

    Diffuse

    Specular

    Shadow

    Reflection

    Ok,so

    you

    have

    an

    object

    that

    you

    want

    to

    use

    HDRI

    with.

    Lets

    talk

    about

    how

    to

    go

    about

    doing

    so.

    Firstthingsfirst,letsopenoursceneandgetourobjectintoview.(YesthatsWootyouseeonmy

    screen).

    Figure1

    http://www.dmcscad.com/http://www.dmcscad.com/
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    Ithinkthefirstandmostimportantthingtodoistomakesurethatthedefaultlightingisturnedoffin

    therendersettings.YoudontwantthismuckingupyourHDRlitscene. Alsomakesurethatyoure

    usingMentalRay.(Figure1.1)

    Figure1.1Okmovingon.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.If

    it

    does

    look

    funny

    its

    most

    likely

    because

    the

    image

    you

    loaded

    up

    was

    that

    of

    achrome

    ball.

    BydefaulttheMentalRayIBLnodeisnotsettohandlethisproperly.ItissettohandleaLat/Longfile

    whichhasa2:1aspectratioandisbasicallyasphereunwrappedflat.Tofixthissimplychangethe

    Mappingatthetoptoangular.(Figure1.2)

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    Figure1.2.1

    Figure1.2.2

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    Figure1.2.3Oknowwehaveourlightmappluggedletstalkabouttherenderstatssection. Sinceweareonlygoing

    tousetheIBLnodetoEmitlightandnothingelse,weneedtoturnoffsomestuffinhere.Firstweneed

    to: turnoffPrimaryVisibilitysothatwedontseeourlightmap,turnoffVisibleasEnvironmentsothat

    itsnotvisibleinPrimaryReflections,turnoffVisibleinSecondaryReflectionsandRefractions. Lets

    leavevisibleinFinalGathereventhoughwewontbeusingitinthistutorial. Mightbefunforyouto

    experimentwith!

    (Figure

    1.3)

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    Figure1.3

    Ifyouhavepressedrenderatalluptothispointandgotonlyblackdontworry,thatsok. Since

    presentlywearentusingfinalgather,wearentusingreflectionsfromourlightmap. Sincewedisabled

    defaultlightingwehaveeliminatedanyilluminationoradditiveprocessinthescene. So,letsaddsome

    back! GototheIBLnodeattributeswhichshouldstillbeopeninyourattributeeditorandexpandthe

    LightEmissionPart. NowIpersonallyamnotclearonwhatallthesettingsinherebecausequitefrankly

    thereisnt

    alot

    of

    documentation

    on

    the

    subject

    and

    what

    documentation

    there

    is,

    is

    lacking.

    Ican

    guide

    youthroughtheimportantstuffthough.(Figure1.4)

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    Figure1.4

    First,clickthecheckboxthatsaysemitlightandjustlikethatwehaveturnedonthecomplexprocessof

    emittinglightfromanimage. Itsalldownhillfromherenowait,uphillImean.Findingthosemagic

    numberscanbefrustrating. ThefirstthingyouaregoingtodoissetyourQualityU/Vtothesizeofyour

    LightMap. ThisjustsetsupAcontrolTextureforlightemission.EveryPixelinthattexturevirtually

    representsadirectionallight.MayaHelpDocs. Thesenumberscangreatlyincreaseorreduceyour

    rendertimessotreatthemwithcare.NextwehavetheSamples,andIthinkthebestexplanationcomes

    fromthehelpdocsagain;Samplingalldirectionallightsrepresentedbythecontroltextureisoften

    prohibitivelyexpensive.

    Therefore

    the

    shader

    has

    abuilt

    in

    importance

    mechanism

    that

    attempts

    to

    selecttheprimary(key)lights.MayaHelpDocs. BasicallywhatIhavefoundisthatincreasingthese

    numbersincreasesyourrendertimebutalsoincreasesthequalityofyourshadowsandlight. Varyfocus

    willoffsetthedirectionofallyourdirectionallightsrandomlyandimprovequality.Lastbutnotleast,

    disablebacklightingwhichshouldonlybeuncheckedifyouhavesomethinginyourscenethatis

    transparentlikeglassthatgreatlyoptimizesthesamplinginyourscene.

    Whew,Ithinkthatcoversmostoftheimportantstuff! Ithinkeverythingelseisprettyselfexplanatory,

    butthebestwaytolearnistojuststartclickingsomestuffandgetyourhandsdirty! Seewhatcomesof

    it!(Figure1.4)

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    Ok,letsgetthelastthingsetupsothatwecangetintotherenderpassespart.Ifyouhavenoticedby

    nowwehaveeverythinginourbeautypassexceptforreflections. Addingreflectionsrequiresyouto

    createapolygonsphere. Aftercreatingthepolygonsphereyouwillscaleittoaboutthesamesizeas

    theIBLNode,andapplyasurfaceshadertothesphere.Afterapplyingthesurfaceshadertothesphere

    youneedtogototheoutcolorofthesurfaceshaderandclickthecreaterendernodebuttonthatlooks

    likeacheckerboxnexttotheattribute.(Figure1.5)

    Figure1.5Atthispointitsimportantthatyourreflectionmapisalat/long.Ifitisnt,youcaneasilyfixthiswith

    HDRshopbyjustlookinguppanoramictransformations.ThisisbecausetheIBListheonlyplacethatI

    havefoundthatsupportsAngularmappinginMentalRay. Anyway,onceyougetthecreaterender

    nodedialogboxmakesureyouchooseasprojectionandthenclickfile.Afterthatintheattribute

    editorforyourshader,changetheProjectiontypetoSpherical.Nextselectyourlat/longandnowwhen

    yourenderyouwillhavereflections.Youmightnoticethatyouseeyourreflectionmapinthe

    background;this

    is

    an

    easy

    fix.

    Select

    the

    polygon

    sphere

    and

    pull

    up

    the

    attribute

    editor

    and

    go

    to

    renderstats.Turnoff:Primaryvisibility,CastShadows,ReceivesShadows,DoubleSidedandclick

    opposite.NowyouhaveaspherethatonlycontributestoReflectionandRefraction,nothingelse.

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    Figure1.6Dang.

    Thats

    alot

    just

    to

    get

    the

    HDRI

    lighting

    setup,

    so

    now

    we

    should

    break

    it

    down.

    My

    approach

    to

    thisproblemwas,Ithink,relativelysimple. IfyouthinkofusingEmitlightintheIBLnodeasthesame

    thingasmakingatonofspotlightstheneverythingwillmakesense.(Figure1.6)

    DiffusePass

    Forthediffusepass,allwehavetodoiseliminateeverythingexceptforthediffuserays.Todothiswe

    havetocreateanewrenderlayer.Makesurethatyoucreateanemptylayer(dontusetheaddselected

    geometrytorenderlayerthisbuttoncanbebuggy). Afterwhichyoucanselecteverythingthathas

    diffuseinitandrightclickandaddtothatlayer.Makesurethatyoudontaddthereflectionsphere,not

    thatitreallymatters,butitwillhelpinkeepingyoursceneclean. Next,rightclickonyourrenderlayer

    andgo

    to

    the

    attributes

    of

    that

    layer.

    Turn

    the

    Override

    on

    for:

    Cast

    Shadows,

    Receives

    Shadows,

    Visible

    inRefractionsandReflections.NextgototheattributesfortheIBLnodeandunderEmitLightUncheck:

    EmitSpecularandRaytraced.Youshouldhavesomethinglikebelow.(Figure1.7)

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    Figure1.7Afterthatyoushouldgetarenderthatlookssomethinglikethiswithonlydiffuseinformationinthe

    image. Asyoucanseewehaveseparatedoutthediffuseinformation.(Figure1.8)

    Figure1.8

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    Specular

    Thisisprettymuchthesamestuffasbefore,socreatearenderlayerandcallitSpecular. Onceagain

    addeverythingtothislayerthathasSpecularinformation.Alsowewanttosetupthislayerthesameas

    thediffusepass.Afterthatssetup,gobackintotheattributeeditoroftheIBLnodeanduncheckEmit

    DiffuseandCheckEmitSpecular.(Figure1.9)

    Figure1.9NowPressrenderandyoushouldgetsomethinglikebelow.(Figure2)

    Figure2Shadow

    Nowtothefunpart,separatingouttheshadows.Onceagaincreateanewrenderlayerandadd

    everythingtothescenethatreceivesshadows.OntheAttributesforthislayermakesurethatyouleave

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    castandreceiveshadowaloneon,turnoffreflections(thisalsomightnotmatter,butbettersafethen

    sorry).OnceyouvedonethatgobacktotheEmitLightoptionsintheIBLnodeandturnmakesurethat

    Emitdiffuse.NextgototheHypershadeandcreateaUseBackgroundShader.Intheusebackground

    shadersetSpecularcolortoblack,Reflectivityto0,andReflectionlimitto0.Leaveshadowmaskwhite.

    Lastly,whileyouhavetheshadowlayerselected,rightclickontheUseBackgroundShaderyoujust

    createdandselectAsignMaterialOverride.Noweveryobjectinthislayerwillhavethisshaderapplied

    inthislayer.(Figure2.1)

    Figure2.1

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    Afterallofthathitrenderonandyoushouldgetanimagethatlookssomethinglikethisinyouralpha

    channel.(Figure2.2)

    Figure2.2Almost

    done

    just

    alittle

    more.

    This

    next

    one

    should

    be

    interesting!

    Reflections

    SoinitiallyImustsaythatthereisaproblemwithmymethodofdoingwhatwearegoingtodonext.

    Youmaynoticethattheonlykindsofreflectionsyouwillreceiveareglobalreflectionsoronesfromthe

    HDRI,butnotfromthegeometryitsself.Idevelopedmyownprocessforthis,butitishighly

    impractical. IamgoingtotrytoavoidbringingthisupandinsteadwillshowyouanotherprocessthatI

    foundonlinefromsomeonemuchsmarterthanmyself. SinceReflectivityisanadditiveprocesswe

    dontneedlightsfortheShadertointeractwithHDREnvironmentmap.Soletssetitupourreflections.

    Createanewrenderlayer. FormyteapotsceneIonlywantreflectionsontheteapotsthemselvessince

    theground

    plain

    isnt

    reflective.

    So,

    Ihave

    only

    added

    the

    teapots

    to

    my

    render

    layer.

    Next

    remember

    thereflectionspherewecreatedearlier?Timetoputittouse!Selectthereflectionsphereandaddthat

    tothereflectionlayer.GototheattributesofthereflectionlayerandturntheOverrideOnforCast

    ShadowandReceiveShadow. Lastbutnotleast,gototheIBLNodesettingsandturnoffEmitlight.

    (Figure2.3)

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    Figure2.3Nowpressrenderandyoushouldgetsomethinglikethis.(Figure2.4)

    Figure2.4Seetheproblem(Figure2.4)?Ido!Howtofixthis?Wellthereare2waystogoaboutthisthefirstwayI

    willtrytoexplainasclearlyasIcanandthesecondwayIwillleaveituptoyoutogotoanotherwebsite

    forthetutorial.

    Thefirstwayistocreateanewrenderlayer.Inthislayeryouneedtoaddeverythingjustasifitwasa

    beautypass.Onceyouhavedonethatyouneedtoselecttheobjectthatisgoingtoreceivereflections

    forthispass,andaassignablinnmaterialtoit(thiswillbeourreflectionshader).Nowopenthe

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    shadersattributesset:Colortowhite,Diffusetoblack,Ecentricityto0,Reflectionto1andSpecularity

    towhite(courtesyofBridgetGaynor).Selecteverythingelseinthesceneandturnofftheprimary

    visibility.Thisshouldgiveyouanicereflectionbutwithoutselfreflection(Figure2.5). Ididmanageto

    conquertheproblemofnoselfreflectiononapreviousprojectbutinacrudeway.Ifyouwhereto

    duplicatethegeometrythatyouhavethereflectionshaderon,placetheoriginalshaderbackonitonit

    andjustturntheprimaryvisibilityoffontheduplicationyouwillgetyourselfreflections. (Figure2.6)

    Figure2.5

    Figure2.6

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    Thesecondwaywasdonebysomeonemoreadeptthanme. Byusingsomeofthenewproduction

    shaders,thatareunsupportedcurrentlybutcanbeunlocked,wecanremedythesituation.Iamnot

    goingtogetintoexplaininghowtodothisinmytutorialbutifyougoto

    http://www.djx.com.au/blog/category/tutorialsandgetalltheinformationyouneedfromthisamazing

    dude!

    Figure2.7

    http://www.djx.com.au/blog/category/tutorialshttp://www.djx.com.au/blog/category/tutorials
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    Wellthataboutdoesit! Belowisafinalcompositewithalltherenderpassesthatwecreatedhereplus

    aOcclusionPass.Ifyouhaveanyquestionspleasefeelfreetocontactmeaswitheverythingthereis

    alwaysmoretocover.Hopefullythishelpedandyoulearnedsomethingnew!Rememberbecreative

    whentryingtocomeupwithdifferentrenderpassesandkeepthinkingoutsideofthebox.Thereis

    alwaysananswer.(Figure2.8)

    Figure2.8

    Specialthanksto:

    AlTorres

    KirtWitte

    CecilyKamps(Girlfriend/Editor)

    BridgetGaynor

    (Digital

    Lighting

    and

    Rendering

    is

    agreat

    class!)

    AndRemembertheDigitalMediaClubmeetseveryweekonWednesdayinMontgomeryRoom223

    from89pm!

    www.DMCscad.com