View Full Version : First Attemp With Hdri
leckter 07-13-2005, 07:00 PM This is my first try to achieve a photorealistic result. I know it is far from the goal and have errors but consider it is the first one. I´ve rounded with red the zreas where the texture I´ve used to the ground makes a extrange straight effect.
Can anyone help with this?.
Thanks a lot in advance and sorry for my english.
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Jaffajuice
07-14-2005, 01:30 PM
Could the problem be tiling? Try taking your small texture map into photoshop, enlarge the canvas size, mirror the texture so the top and bottom of the image will match up, and then blend in the middle using either the eraser or clone tool. a quick fix, but your textures will look seemless.
leckter
07-14-2005, 01:37 PM
Thanks for your interest. I will try your fix tonight and will post the result :thumbsup:
leckter
07-15-2005, 01:10 AM
After resizing the base texture ( X8 ! ) this is the result. Played with gizmo, tiling & simetry but no way to obtain a good look. :sad:
Help with this is welcome.
Thanks in advance everybody.
Try these man. If you're using kitchen_probe (just a guess, looks bit like it) then it may simply be a case of fuzzy hdri...
Free hdri offer (http://www.deathfall.com/article.php?op=click&sid=4868)
I just used a junk email to avoid possible spammage and it took maybe 1 minute, they are pretty nice HDRI for those of us scavenging freebies, I dunno if you are one of us hehe. I know I can light scenes with em and couldn't with my previous maps.
If this is Max you might try kicking down the image blurring (Max blurs a little much for HDRI's liking), or raising image sampling.
Good luck.
Jaffajuice
07-16-2005, 03:23 PM
Your base texture still looks tiled, but only in the lengths of the wood. perhaps you could source out some larger textures on the net, or take some photos yourself? Alternativly you can work with the tiling, and create a deliberatly repetative wooden floor...the stuff that comes in flat packs. What you cant hide or fix, use? as for the errors in the distance, try a noise Map, this will degrade the image the further away it gets and may reduce the weirdness to a simple colour. Or try a light environment fog?
Never really done high res stuff, what does HDRI stand for anyways? Hi-definition-rendered images?
emtp4
07-16-2005, 06:42 PM
I agree with Augh, it kinda does look like the kitchen probe tutorial. It's a great place to start with HDRI. I followed this tutorial http://www.splutterfish.com/sf/contrib/tutorials/gabry_hdri_tut/_contents/ with a few modifications of my own. After countless hours of reading of course. If you follow it, it should alleviate most of your problems.
I'll try to attach a render of my first HDRI (using max & brazil). I'm obviousely a nooooobie here so it may or may not work ... bare with me :)
http://www.nbvrl.com/Images/37_hauler_v5.jpg
leckter
07-16-2005, 08:14 PM
Even using a high res texture the tiling effect is yet present. Now experimenting with the mesh. I converted the plane to a poly mesh and applied diferent maps to the horizontal surfaces. Will post the result if I fix a little the problem.
Stay tunned if you are interested :)
Thanks again
Oh oh oh, dude. If you didn't already, check that the bitmap parameters (presuming you've instanced to a material, it makes upkeep easier) are set to environmental rather than explicit texture, and that the mapping type is set to spherical environment. This should be covered by most hdri setup stuffs, but might be worth checking.
Jaff; Stands for High Dynamic Range Image :)
Cheers!
leckter
07-17-2005, 07:03 PM
Well, my problem, I think, comes from the "endless" floor I try to simulate in the scene. Augh: If I try your parameters the render changes completly & I dont get the result I want. I´m trying to imitate a ballet studio floor & ambient. I will use a pair of ballet shoes instead of the tea-pot but for checking materials, lights & environment I´m using the last one.
If I dont get results I propouse this: I will upload the scene to my web-space for you to download and play with it, assuming certain aspects of the render I want to keep.
Thanks everybody again and sorry for my english.
Jaffajuice
07-18-2005, 12:07 PM
Had a quick attempt, bout half an hour. I took a largeish texture map, copy, mirrored vertically and added another in the middle for patching and adding to the maps.The only problem is thats ii's a reletivly low res texture map. Added bump, and specular and raytrace reflections. Rendered at 800x600, with normal diffuse lighting. Didn't get the same distortions? weird. This is a normal render in 3dsMax. How did you do yours?
Added a blur for the second image. could you use this to remove your distortions and add depth of field?
leckter
07-18-2005, 05:41 PM
I rendered with vray and HDRI environment. I will post a pic with some notes explaining the things I have in mind and I want to correct. Think that will be easy for everybody to understand and help.
Thanks everybody :thumbsup:
leckter
07-18-2005, 10:40 PM
Ok, lets go on. This is very difficult to me first of all because of my english. Second because after reading tutorials, listening opinions and so on I cant see the light at the end.
Lets take a look at the render:
POINT NUMBER:
1) The nice looking floor effect here I think is becuase of the high tiling of the bitmap used (Oak1.tga included in max6 maps). The tiling is 25 X 25 in the diffuse and bump map. Using this parameters I get a very real looking floor near the teapot, but because of the tiling ...
POINTS NUMBER 2 & 3
2) The floor texture seems enlarged. A extrange effect that makes the floor looks with distortion.
3) The tiling makes the job and all the floor looks like a pattern.
I´ve used HI RES textures but the problem is always the same. If I want to have the same results in zone 1 I have to use a high tiling value, so zones 2 and 3 get the problem again.
Nothing important but just a question of solving this. Cause I know this can be solved.
Thanks all of you, because I learn of all of your posts and points of view.
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