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creed_nmd
03-18-2004, 09:35 PM
I've been playing around with radiosity and HRDI in Cinema 4D, placing the HRDI in a sky object.

I've been getting out some nice renders, with soft shadows and color-bleed, etc., that have nice 'ambient' lighting from the HDRI.

My question is what to do about speculars?

If I add some reflective values to my materials I get nice speculars from the light parts of the HRDI, but--as is obvious--I also get reflections of the other objects.

Since I've always understood specular hilites in CG packages to be 'fakes', to get over the fact the the lighting isn't 100% physically correct, I'm confused how they work in conjunction with HRDI and radiosity. Do you simply remove the specular values from your materials, and rely on other settings to generate them? If so, how? Or are they still needed?

On the whole issue of other 'standard' lights with HRDI; if the chrome-ball HRDI map 'is your environment' and encodes your lighting values, do you need other lights to light the scene. If so, how?

What I'm having difficulty seeing is the whole lighting picture.

If I use radiosity with a HRDI, is that all I use? Or do I need other lights for shadows/speculars, placing them so they match the 'lights' encoded into the HRDI?

If radiosity use the HRDI to light the scene, and the HRDI has the light info in it, isn't adding extra lights going to blow out the scene by adding lights that were't there, effectively 'doubling' up the lighting?

How about using HRDI in environment maps, without radiosity but using ambient occlusion to generate a psuedo-radiosity look. Do I still need lights in that instance?

Does anyone have a simple explanation of a recipe for what you need for each approach?

TIA

-- Andy W

masterx3k
03-19-2004, 12:54 AM
I'm not quite sure how the materials are setup in Cinema4D but when I want to get hightlights, for example on leather, I make it reflective (about half way to full) and then change the glossiness of the reflection. Again, I don't know that values for C4D materials, but in vray 1.0 is no gloss and .32 is what i have my material set to for leather. There's a little more that I did but that should give you a push in the right direction though.

Andrew W
03-19-2004, 08:49 AM
A specular highlight is simply the reflection of a light source. Since your HDR is your lightsource to get "specular" highlights you just add the HDR map to a chrome type pass, blurring it if that's appropriate for the surface you're trying to simulate. In HDR illumination terms your reflection pass and your specular pass are one and the same.

Hope that explains it OK

Andrew

PS Don't forget to put some fresnel fall-off on your reflections.

playmesumch00ns
03-19-2004, 09:20 AM
What Andrew said is certainly true. But by god man, this is CG! :) The whole business is about faking! If you can get better looking results quicker and easier just by throwing a couple of specular lights into the mix, then just do that.

creed_nmd
03-19-2004, 05:35 PM
Thanks; I thought that might be the answer. It just seemed a bit wierd to be setting a value for reflection for materials that have speculars, but don't seem to be 'reflective' in the real world. I guess the answer if that they are, it's just that the reflection are blurred. (Is it possible for a material to have a specular hilite without being reflective in the real world, once we get away from the specular 'cheat' of 3D?).

I've tried a couple of tests, and doing it without lights and speculars, but relying on the reflection certainly gives nice, correctly shaped speculars that match the HDRI lighting info. The look is better, so in this instance it might be preferable to a 'fake'.

I've also discovered that I can use luminous objects that don't add to the GI solution, with luminosity cranked way-up to create 'extra' speculars. And by playing around with the gamma in the HRDI I can increase the brightness of the speculars as well.

I guess the only occasion when extra lights are needed, is for light sources that aren't in the HRDI, or are needed for a particular shadow. (Say the sun). And even those don't need to affect the speculars...

Looks like it will take more passes to get what I want, but the time saved with not having to set lights should make it about the same amount of work.

Thanks for the help and insight.

-- Andy W

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