I guessed it got there by mistake, the fist image should have been a grab of the white environment. might be terribly wrong though.
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Ideal lighting conditions for a material testing scene.
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Originally posted by davision View PostI'm sorry, this is probably a dumb question. But why does Lele's screenshot show a texture in the Vray Light if the procedure supposedly uses only a solid white light?
Is it that he toggles the texture on and off?
You will notice in both cases intensity for the light is at 1.0
EDIT: oh silly me, Rivoli's right. it ought to have been off, the render showing the ganzfeld result.
Sorry, they were very busy days.
As for how valid the method is in evaluating surfaces, i'll just leave this here:
http://gl.ict.usc.edu/Research/Digit...xedPattern.jpg
EDIT:
You will notice the first camera to the left of the bottom row has a somewhat passing resemblance to this crop:
Once properly balanced, the shader reacts like this to different lighting conditions:
The file's still very much work in progress, and I am not yet matched 100% to the provided references (something on the cards today. it's somewhat convoluted, although i feel the data is all there, albeit with one potential ingredient being amiss and having been established somewhat arbitrarily.), but the shader ranginess is around about correct, i feel.Last edited by ^Lele^; 02-07-2015, 05:22 AM.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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I second pretty much what lele is saying.
To extend the talk, since we almost never have calibrated refs here for what we usually do, i introduced in the lookdev stage the use of a hdr that tries to simulated a cg overcast environment, for example a scanning room. It's not "scientifically correct" by any means, but it gives a bit more help from an artistic point of view especially when dialling diffuse and reflection contribution.
Like THIS from ten24, then desaturated and pumped to get a 0,5 diffuse contribution on a 50% grey lambert sphere in the highest part of the hdr. Doing so i found my assets to be quite good in almost any kind of lighting condition afterward.
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I'm glad I started this thread really. Very interesting approaches overall.
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A bit further down the road of balancing the shader (and textures. and removing color cast in the refs. and slimming shader layers down.).
The rendered SSS matches quite closely the control images (under the same lighting).
Specular needs likely a tiny bit more work, but before you ask, yes, she IS that shiny in the references (my first attempts were in fact quite flattering...).
I guess once the "zero" is prepared, I'll take artistic liberties and dial back down all that oiliness.
Notice the lighting in the first two images remained the same as the previous attempts, so any change is to be imputed to the shader.
Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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A contact sheet with the references and corresponding renders (latest set) of Emily.
Notice how the one bit that I couldn't nail down in numbers is the one bit obviously singing outside of the choir (namely, the specular component.).
Renders in more pleasant and interesting lighting conditions will follow shortly, while the max file and documentation will follow later still.
https://plus.google.com/117906022309...ts/ZRrr8dCPSixLele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Great stuff, I'll look forward to digging around in your scene.Patrick Macdonald
Lighting TD : http://reformstudios.com Developer of "Mission Control", the spreadsheet editor for 3ds Max http://reformstudios.com/mission-control-for-3ds-max/
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Originally posted by jasonhuang1115 View PostThis is great Lele! Thanks....
ps. I couldn't download the full image to view in 1:1 locally with full screen. Anyone knows how to?
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umh. can't be done, unfortunately.
Will upload it along with the EXR version of it on google drive and link it.
Gimme some time as i want to add a few of the bigger sized crops with more interesting lighting conditions, as well.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by Vizioen View Postalways curious...
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Originally posted by ^Lele^ View Postumh. can't be done, unfortunately.
Will upload it along with the EXR version of it on google drive and link it.
Gimme some time as i want to add a few of the bigger sized crops with more interesting lighting conditions, as well.Last edited by jasonhuang1115; 08-07-2015, 06:56 AM.always curious...
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Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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very odd, it works here (well, now.).Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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