MAA 3312: Advanced Texturing and Lighting In
this course the students will learn to apply traditional paint concepts,
tools, and techniques for use in computer animation. They will develop
critical ideas for surface treatment, texture, and lighting and demonstrate
the layering of light in space to create mood, emotion and theme. |
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Week 10: Image Based Lighting with High Dynamic Range Images
IBL: "IBL is a technique in which the computer uses a image file to derive lighting information from for the CG scene. This is usually done by wrapping that file around the scene in the 3d software and the computer will look at the geometry's normals and sample a color from the surround image for each intersection of the normal and apply that color to that point on the geometry. It will continue this technique for the whole model. Since this is just illuminating the geometry there is no altering of textures just simply changing the lighting qualities of it. The main reason for using IBI is for integrating CG elements back into a live action scene." -Brock J. Stearn
Creating
usable HDRI Images:
High
Dynamic Range Imaging Files are 32 bit and contain exposure
information in every pixel. This allows us a full range, not
just of contrast, but of actual bracketed exposure values. In
Photshop we can test this using the exposure and gamma sliders.
Note how when we create these image files, we haven't actually
given the image more contrast, we have merely "altered
the lighting situation".

HDRI
merge in Photoshop:
Heres
a pretty nice YouTube video on the subject, but pretty much
the same as the tutorial below.

HDRI lighting from a 32-bit source image
IMAGE BASED LIGHTING TUTORIAL, CLICK ON IMAGE BELOW:

ANOTHER IMAGE BASED LIGHTING TUTORIAL, CLICK ON IMAGE BELOW:

The
five shaders you see here from furthest back to foward are a Blinn
with low diffuse and high reflectivity, a blinn with high diffuse
and low reflectivity, a mental ray dgs shader with high gloss, a
mental ray dgs shader with high gloss, transparency, and surface
thickness (also note the caustic effect), and a Sub Surface Scattering
skinshader.
This High Dynamic Range is useful, since we are going to use it
to light our scene. In the first image of the 5 spheres above, there
are no lights and no cast shadows. All of the illumination is produced
through final gathering luminence values from the hdr image mapped
to an enviornment sphere. LEARN
MORE ABOUT HDRI HERE.
The
Image Above was lit entirely though using an HDR file (see below).

While this image is an 8-bit jpg, the original image was a 32-bit
hdr file at 3000 pixels wide, and will be used to light the scene
below. Image courtesy 3dworld
magazine.

Using
MR Phyiscal Sun and Sky:
When rendering
with Mental Ray, we can also use the Physical Sun and Sky simulator,
which procedurally generates enviornment maps and and a directional
light (the sun) which tries to simulate time of day in terms
of color of light based on light position to the horizon. Here
is an example of of the same scene rendered with just a change
in light position. Notice how the color temperature changes
dramatically, as does the procedural background.
TONE MAPPING with MR Lens Shaders :
When
you create a physical sun and sky simulation, a lens shader
is automatically created for your Cameras. BUT, you can
create one on your own to alter the exposure of your renders
without adjusting the lights or GI settings themselves!
The
lens shaders can be found in the hypershade under the mental
ray section. The connecton network to a camera is shown
as well. We have used the mia_exposure_simple.
Doing
this, we can adjust attributes for our renders. The Lens
shader gets plugged into the camera here:
The mia_exposure_simple node has several settings. A brief overview:
pedestal --------------
offset for the entire range (darken or lighten the absolute black)
gain -------------------
multiplication factor.
knee ------------------ value above which the range should be compressed
compression --------
compression ratio to squash the range that is compressed
gamma --------------- gamma (contrast) correction
Guidelines for mia_exposure_simple values:
pedestal: ------------- 0 (in most cases)
gain: ------------------- really depends on the range produced by Mental Ray. You need to find this by trying.
knee: ------------------ 0.5 - 0.75
compression:--------- depends on the maximum values and the gain. A value between 0 - 20 seems reasonable. Consider lowering the knee value when compressions >20 are needed to get good results.
gamma:---------------- 1.8 for more subtle images, 2.2 for more vivid images.
By
IPR rendering the scene on Render Settings Quality, we can
tweak things such as gain and gamma for greater control.
Click on the images below for larger views of the values.
***Note that between renders, NO OTHER LIGHTING OR RENDERING
SETTINGS HAVE BEEN ALTERED***

In most outdoor situations, you will need to perform Gamma Correction when using the Physical Sun and Sky to correct for the "Bleaching" of your render. Here are some settings that I have altered to get the render back into the proper contrast range.
