Announcement

Collapse
No announcement yet.

Basic comping of a vray render Reloaded

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Basic comping of a vray render Reloaded

    Hi all,

    this is quite long but pls bear with me.

    I think this is my first post (not its actually my 8th, but I didnt remember ever posting something, lol), eventhough I've been reading through the forum for a while now. Thank you all for the great help, tips & tricks etc. you've provided. Though I only read in the forum they helped immensly and I think it's time to give something back, but I'm not sure if this is known already. I also have some problems which are described further down.

    so here it goes (for everything I used Irradiance for 1st and Lightcache for 2nd, settings were medium with high h-subdivs and interpolation | a sampling rate of a 1000 with no filtering, respectively. I think the settings are appropriate, correct me if I'm wrong ):
    I've been reading up on the linear workflow thingie and through that ended up in the "basic comping of a vray scene" or something like that. The problem I kept having (no matter which space I worked in, Linear, Exponential or whatever else there is), is that my comped image never looked exactly like the normal render (mind you, I did all the comping in photoshop). The comped image was close but just never there, so I've been trying out a few things with the matte property since then.

    My Goal was to get Vray to burn Gl-Maps for me (essentially lightingmaps + indirect illumination), which were to be used in a realtime engine to make an architectural walkthrough; which is far easier said than done. Btw, I'm using the latest Vray build and Max 7. Anyhow, at first I tried to do it with comping, but while the lighting- and GI-maps renderd by Vray + photoshop left something to be desired, like lightingmaps being jagged, gi maps with splotches or other artifacts etc., etc.. maybe I was doing something wrong, but dont think so...

    So here's what i found:
    I made a test of an interior scene, lit only by interior lights, like spotlights and omins plus a couple of vray lights where needed, the scene was then fully textured and after making a few low-res test renders and saving them (for reference) I went ahead. I put a Vray material wrapper on ALL materials (some had one already, others were vray mats) and checked "matte surface" and "shadows" below it in the vray mat wrapper on all materials. In the Render Settings in the Vray frame buffer rollout I ckecked "Save separate G-Buffer Channels" and saved the file as jpg, with no compression. In the Color-Mapping rollout I didnt choose any of channels, since I only wanted the RGB channel, which is saved automatically.

    After I hit render I expected to see some weird result but it worked! The lightcache is computed normally (check "show precalc") as if no matte surfaces were used. But the irradiance map clearly shows it afterwards, a perfect GI-Map, no jaggies, no noise nada! Yeah! wow was I proud of myself. (Since I worked in linear space with correct gamma values etc. and the color correction thingie in the vray VFB it was quite a mission to get the textures baked, because for every texture rendered I had to quickly click on the color correct button, adjust the curve, reset the other sides tangents, close it and hit the apply button. This can be quite fun to do when your map is like 128x128 and gets rendered in like 2 secs. speed kills )

    (another tip to save time: I let Max do the infamous "automatic unwrap" which in my opinion sucks carrots, but instead of having to unwrap all the complex geometry yourself, let Max do it initially, afterwars just go and edit the UV's in the automatic unwrap rollout, works like a charm, because mostly all you have to do is scale things and delete the UV's you dont need. This is much better than deleting actual faces (geometry) because this can lead to light and shadow leaks, in my experience that is)

    so as for as comping goes this really means that you can take the rendered image and combine it with the diffuse image to get exactly the same result. To be honest, since this works flawlessly in the realtime engine and I dont need to combine raw light and raw gi anymore I havent tested the result in photoshop yet, but I'm 100% sure it works.

    okay, so much for my tips, the following are problems I experience with the above mentioned method of using matte surfaces to get GI-Maps.

    1. As soon as I place a daylight outside (obviously)of the interior, which most of the time was a IES sun or a direct light with vray shadows, the render of the GI-Map goes haywire. ok thats pushing it, but interior and exterior surfaces are either much too dark, much to bright or have way too much color bleed. when I switch of the exterior light, everythings peachy...? dont get it, may be a bug. Ive tested almost everything I can thing of but always with the same result. Any ideas?

    2. somehow it seems that my baked maps show these rainbow like artifacts around shadowy areas. I'm sure you've seen it before it also happens when you heavily compress a jpeg. I've tried TGA etc. but always same result, and that looks really strange in the realtime engine Any ideas?

    3. Since Vray doesnt set the map names saved from the G-Buffers automatically per Objectname (like the Max RTT) you cant let a scene render overnight because all the maps will just be overwritten since the filename entered obviously doesnt change. Is there a way to fix this?

    4. The thing with the color correction tool in the vray VFB. Is there a way to make it keep its settings? I have never tried maxscript and have no idea how it works... and I know it keeps the settings when you render normally, I mean i RTT mode

    this is it, excuse the long post but I thought "if I do it, ill do it properly!"

    cheers,
    yves
    "Scottie? What's the status?" "Ion repulsors damaged, warp core unstable and fluctuating" "How long until we're ready for warpspeed?" "In about 4 hours, captain" "Scottie, you've got 2 hours" "I'll do it in 1 captain"

  • #2
    ...someone? sorry, I'm anxious to hear your opinions... so come on, go ahead, dont be shy!
    "Scottie? What's the status?" "Ion repulsors damaged, warp core unstable and fluctuating" "How long until we're ready for warpspeed?" "In about 4 hours, captain" "Scottie, you've got 2 hours" "I'll do it in 1 captain"

    Comment


    • #3
      hmmm sounds interesting. So did I understand you properly:
      - you render your image with ligths on but without GI
      - then you apply VRay-Wrapper/Matte Material to all objects and render again - this time with GI =on.
      - Then you composite the color-rendering and the GI/shadow-rendering in PS.

      Did I understand it the way you have ment it? Sounds intersting!!!

      BUT: you will have no color bleeding, right? The shadows are not dependent on the objects color brightness etc.. Just remember - white walls do reflect more light than dark walls.

      I am sorry, but I can not help you with your problems. I am not involved in ArchViz stuff. So I am not very familiar with LightBaking/Interior GI/etc..

      Regards,
      Mirko

      Comment


      • #4
        Originally posted by Mirko
        - you render your image with ligths on but without GI
        - then you apply VRay-Wrapper/Matte Material to all objects and render again - this time with GI =on.
        - Then you composite the color-rendering and the GI/shadow-rendering in PS.
        Hi Mirko,

        Close but not exactly, here's what I do in short (i wonder why I didnt write this in short first ):

        1. Set up a Scene as you would normally, with Lights, GI, Maps etc.

        2. Apply a Vray Wrapper on all Materials and check "Matte Surface" and "Shadows"

        3. Render the Scene with "Save separate G-Buffer Channels" checked. This way I get a flawless GI-Map. Which is essentially the same as rendering with normal Materials and saving out the RAW GI and RAW Lightingmap and combining them in photoshop. Only this method gives much better result... except that sunlights cant seem to be used.

        thanks anyways man!
        cheers,
        y
        "Scottie? What's the status?" "Ion repulsors damaged, warp core unstable and fluctuating" "How long until we're ready for warpspeed?" "In about 4 hours, captain" "Scottie, you've got 2 hours" "I'll do it in 1 captain"

        Comment


        • #5
          much better results how? can you show us two comparison images?

          ---------------------------------------------------
          MSN addresses are not for newbies or warez users to contact the pros and bug them with
          stupid questions the forum can answer.

          Comment


          • #6
            hehe, well the result is better in that a) I dont have to do the comping myself, b) shadow edges arent jagged (which they always were when doing the other method, in my case anyway), c) the brightness of the maps stay the same. d) no rendering artifacts (splotchets, noise, etc.).

            just try it yourself, you should be able to see the difference. unfortunately since I'm at work I cant prepare an example at the moment, but maybe tonight I'll upload an example.

            i just find this method much quicker and more accurate. If I could only find a way the get the exterior sunlight to work with this...
            "Scottie? What's the status?" "Ion repulsors damaged, warp core unstable and fluctuating" "How long until we're ready for warpspeed?" "In about 4 hours, captain" "Scottie, you've got 2 hours" "I'll do it in 1 captain"

            Comment


            • #7
              shadow edges jagged? what type of shadows are you using? shadow maps?

              ---------------------------------------------------
              MSN addresses are not for newbies or warez users to contact the pros and bug them with
              stupid questions the forum can answer.

              Comment


              • #8
                yes shadow edges jagged

                hey,

                yes, exactly. and this has been posted by numerous other forum members and vlado himself. when saving a raw lightingmap from vray, with vray shadows of course (what do you take me for? ), the shadows created by direct lights are jaggy.

                if you know of a way to get them as smooth as they are in the "normal" rendering, please tell me, because me and a lot of others would like to know...

                cheers,
                y
                "Scottie? What's the status?" "Ion repulsors damaged, warp core unstable and fluctuating" "How long until we're ready for warpspeed?" "In about 4 hours, captain" "Scottie, you've got 2 hours" "I'll do it in 1 captain"

                Comment


                • #9
                  im also not sure of the purpose of your technique ... show some examples of what you mean..
                  Natty
                  http://www.rendertime.co.uk

                  Comment


                  • #10
                    yeah that was the other thing i was getting at. i wanted to see its use in operation. sounds like adding the shadow pass to the full render would darken the shadows.

                    ---------------------------------------------------
                    MSN addresses are not for newbies or warez users to contact the pros and bug them with
                    stupid questions the forum can answer.

                    Comment


                    • #11


                      ok, ok, I obviously cant explain myself as well as I'd like to...

                      lemme try again:
                      I want to have a proper GI-Map from Vray using the Max RTT. To me, a GI-Map is texture map of a baked object which includes the RAW GI data and the RAW LIGHT data.

                      As far as I know there are two ways of getting these. First option is to let Vray render the different passes I need, which would be, you guessed it, RAW GI and RAW Light. So far so good. Problems I had with this method:
                      The edges of the shadows in the RAW Light map are jagged (reported by many other users), the RAW GI Map has noise and sometimes other artifacts, eventhough there shouldnt be any. And lastly, light from spotlights was often missing or only barely visible (or the exact oposite was happening, check screens further down). I couldnt figure out why. Oh yeah, and IES lights didnt seem to work at all. These results were always the same, wether or not I had a sunlight in my scene. Now although this method works (with the problems mentioned), the quality is not what I want and require, also it's like a game of russian roulette. If you're lucky the baked map comes out alright, if not, its really bad...

                      This is why I left the Vray passes alone, they somehow reduce the quality of the final result. So I went to try matte surfaces, because in my head this was exactly what I wanted. Baked maps with only the GI, light and shadows a thing which the matte property should be able to do (in my head that is). I was quite amazed that it worked. Lights rendered correctly, shadows were smooth, no noise, no missing lights etc.

                      But, here comes the big BUT, whenever I placed a sunlight (direct light with vray shadows) the matte surfaces didnt render properly anymore. Since i've got spotlights inside of my model (a flat) and they work properly, I tried changing the sun into a spotlight, but to no avail. This is why I believe that when your model is lit by an outside light, the matte method fails. To get that particular job done (and keep the client happy, which in thsi case is my boss ) we just finished it without sun light, because the result was really good, even without it. (diffuse lighting can be really slick)

                      Obviously, if I wanted things to stay this way (meaning no sunlight in future projects), I could also resort back to rendering passes. Since there is no sunlight, shadow edges arent going to be jagged anymore because there are none . But I would still be faced with noise, interior lights being render incorrectly and the result being darker than it should be. all things which could be avoided with matte surfaces, in my opinion at least.

                      so if anyone has an idea on how to get my sunlight to work in conjuction with the matte surfaces, i'd be very very happy. or to get the passes to render properly.

                      to undermine this whole thing I'll post a couple of images in a few minutes, just gotta prepare them quickly.

                      cheers
                      y

                      BTW if I'm talking rubbish or doing something in a really difficult way (or wrong) and there is an easier one, please share... I feel so misunderstood no wonder after my first post
                      "Scottie? What's the status?" "Ion repulsors damaged, warp core unstable and fluctuating" "How long until we're ready for warpspeed?" "In about 4 hours, captain" "Scottie, you've got 2 hours" "I'll do it in 1 captain"

                      Comment


                      • #12
                        examples

                        here the examples, I hope it helps and clarifies what I'm trying to explain (I was never good with words )

                        cheers,
                        y

                        "Scottie? What's the status?" "Ion repulsors damaged, warp core unstable and fluctuating" "How long until we're ready for warpspeed?" "In about 4 hours, captain" "Scottie, you've got 2 hours" "I'll do it in 1 captain"

                        Comment


                        • #13
                          man, im really confused with this
                          Chris Jackson
                          Shiftmedia
                          www.shiftmedia.sydney

                          Comment


                          • #14
                            can somebody please let me know whats so confusing???? why dont you just try what I said and you'll SEE it.

                            (edit: I can now see whats confusing, I'm an ass, sorry about mixing up RTT and TTB, of course I meant Render to Texture = RTT)

                            I honestly dont know how else I can describe what I'm trying to do (and did). Just check out the pics, left is what I want, but I'd like to have sunlight in it. right is what most of you guys are doing, at least thats what some of you describe in your posts. Only this method sucks because the quality is bad...

                            its actually pretty easy. so if anyone doesnt understand... WHAT DONT YOU UNDERSTAND??? sorry but I'm getting a little agitated, the way I see it, anyone who played around with passes in vray should know what the heck I'm on about. (edit: no, i'm just an ass, a big one )

                            Gee,
                            cheers,
                            yves
                            "Scottie? What's the status?" "Ion repulsors damaged, warp core unstable and fluctuating" "How long until we're ready for warpspeed?" "In about 4 hours, captain" "Scottie, you've got 2 hours" "I'll do it in 1 captain"

                            Comment


                            • #15
                              ok. so your not discussing render passes alone your talking about it in conjunction with RTT? is that what you meant by TTB?

                              ---------------------------------------------------
                              MSN addresses are not for newbies or warez users to contact the pros and bug them with
                              stupid questions the forum can answer.

                              Comment

                              Working...
                              X