hi. just wondering what you guys do for the sky in a typical exterior shot. there are so many options - do you use vray sky, an image in 3ds max or post it in after the render. if you post it in after the render how do you guys get matching reflections? does anybody use physical sky domes mapped with hemi images mapped to it? does anybody use hdri? or hdri combined with vray sun? does anybody use vray noise for clouds. any advice or ides would be very much appreciated. thanks.
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skies - render in model or add in later.
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i use vraysky, but then composite the render with a backdrop photo. this way i have (more or less) the brightness distribution on the sky (from vraysky), which helps with aligning the backdrop.
also this way one can - by mixing layers - achieve pretty nice results. i know myself (and my clients), and prefer the flexibility of adding the sky in post over fixed sky from raw rendering.the purpose of a ninja is to flip out and kill people.
the purpose of an architect is to flip out and design for people.
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We pretty much use the same method here. VRay Sky or a custom picked HDRI in the render, which is then replaced later in photoshop/after effects etc
What would be awesome would be if some software existed that generates a completely realistic HDRI sky directly in Max that VRay can use as an HDRI source, complete with clouds/atmosphere etc. Something like Ozone that was VRay compatible, basically
Here's hoping...
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Flexibility wise you're best off rendering against black with whatever sky / hdri used in the scene you want - if you render against a sky image or a vray sky it's very hard to get a clean edge on your model unless it's very straight. Most compositors will give you an option to separate a model rendered against a solid colour but with the variation in the vray sky or an image it makes it harder to do. As regards swapping in a sky later if the colour / rough look of the sky is similar you should be fine - ILM got by for quite a few years using nothing but reflection maps (not even raytracing) that looked roughly similar to the environments they were supposed to represent. for example if you had a simple, gradient type sky then it may look a little odd to have reflections in your models windows with lots of little clouds in it. If you're using curvy objects where the reflections are more warped and distorted though, you've got a lot more room to play around.
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Originally posted by joconnell View PostFlexibility wise you're best off rendering against black with whatever sky / hdri used in the scene you want - if you render against a sky image or a vray sky it's very hard to get a clean edge on your model unless it's very straight. Most compositors will give you an option to separate a model rendered against a solid colour but with the variation in the vray sky or an image it makes it harder to do. (...)the purpose of a ninja is to flip out and kill people.
the purpose of an architect is to flip out and design for people.
________________________
www.1050.pl / www.kinetik.pl
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Originally posted by palibebeh View Postit's easier when you use alpha channel / mask
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Ok, I get the whole, rendering with the a solid background.. but when using Vray Sky, it gives you a gradient of blue... I can turn that off, use a black background for example... but things get darker...
I've been trying to use Lele's workflow with the Vray Sky/Camera, .255 exposure situation... works great when you want to use the default gradient blue... but how can I use a black background in this situation... (then put in an image of a sunset for example in post..)??????
I know it seems like a simple question, but how do you use an alpha channel map for the back ground? And how does something like this effect Lele's workflow?
I've got a big presentation due on Weds - any tips (very soon) would be great! Thanks all!
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Can you put the vraysky in the vray environment, reflection, and refraction slots but put a solid background in the max environment settings?
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what are peoples methods in say photoshop, to remove this solid colour? Select by colour range? Or are there far better suited options as 'select by colour range' isn't a very exacting method...
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just select the alpha channel...Marc Lorenz
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Isn't this the whole issue tho?
Using the alpha channel which inevitably has to be pre-multiplied in reality will cause some type of fringing, so if one renders to a solid background, say black, will create a nice black outline, albeit small, around your scene when said alpha channel is used?
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I've just done some simple tests which confirm my thoughts.
Any solid colour in max's background slot will still be accounted for in the alpha channel. It comes down to the alpha map not being accurate enough. The lower the resolution the lower the accuracy.
The finging effect is relative to the amount of pixels it covers so with higher resolutions the finging effect is reduced but never totally abolished. It also seems with higher AA settings, there is no reduction in the fringing.
A comparison between no filter and a catmul-rom filter shows that the edge-hardening of the catmul filter produces even less desirable results...
I don't really know what to try next...Last edited by Pixelcon; 20-07-2009, 10:01 PM.
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