View Full Version : CG integration
warriorash 05-03-2007, 04:05 PM Hey guys this is my 1st try on integrating an CG object into a still image, so started of with a sphere.
for my eyes it looks pretty photorealistic, but ur C&C are always welcome.
I have used Maya MR renderer, with FG
I picked up this Image from the internet, so i dont have any dimensions
suppose if i had a chrome ball in the scene
so are there any tricks to get the reflection on the ball right without using an HDR image ?
if u got any tips on this, or any tut to point to .... wd be appreciated
thanks
http://img404.imageshack.us/img404/3466/2222bg3.png
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I've done a quick little sketch while waiting for my render to finish. There are probably more lines in there than you'll need, but anyway, here's how to line up the lights.
1. In Maya bring in your image as a viewport background.
2. Grab a plane and line it up with the floor in the image so it fits it perfectly. This is going to be tricky as you probably don't know the lens & camera used.
You do know that the floor is running parallel to the Z and X axis of the camera as the cam is looking straight down the hallway. So the only thing you have to adjust is the FOV of the cam and the translation and scaling of the plane.
Do not rotate the cam or plane.
3. Once it's lined up you can duplicate the grid and translate it up to create the ceiling. You can build the walls too (simple planes will do).
4. Look at the drawing I attached. You can get the vanishing point by drawing line 1 & 2. Bring over 3. Pull down 4. Draw 5. Line 6 will be the plane in which your light will be.
You can duplicate the 3D ceiling plane and bring it down to line 6. Now you just have to scale it down to match the light. Do not translate it in Y (up/down), just X&Z.
5. As you now have the complete hallway you can use camera projection mapping to texture your objects for use in reflections. You will need to mask out the closest light from the ceiling as it will be projected on there as well (it will be placed behind the ball on the ceiling while it is mostly in front lower down, see line 7-10).
Don't worry about the other light, it should be too far away to really make a difference if it's mapped to the ceiling or not.
Also you left the reflection from the light in the reflection of the ball. The ball will always block anything behind it, even in reflections. I've sort of removed it in the drawing so you see what I mean.
Hope this helps!
R
warriorash
05-04-2007, 05:59 AM
thanks a lot for ur detailed description :)..i will try that :thumbsup:
and about the shadows and specs, i have just colur picked those colors from the real still image. are they the way to do them?
the next time im gona try this on a more challenging image and put it here, i hope i have got my basics right.
and about the shadows and specs, i have just colur picked those colors from the real still image. are they the way to do them?
Yeah, just pick the colours for your fill lights directly from the scene.
As for the colour of the main light... as you can see in the image the light is blown out, it's displayed as white. If you were to lower the exposure you might see something like yellow/orange.
Set your light to a yellowish warm colour and increase the intensity. Area light would be best (same size as the light fixture).
As for the colour of the light fixture mesh, make it the same colour but then increase the HSV value or run it through something like an intensity node if maya has one. Make it self-illuminated. That way when you look at the object directly it will look white but when you look at it through in a reflection it might look yellow. Same reason as why you would use HDR maps for you reflections... a lot of extra detail comes out when the image gets toned down.
For extra realism, you could make a map so it would be less bright near the corners.
R
warriorash
05-09-2007, 03:55 AM
thanks for the valuble info. :)
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