View Full Version : realistic car compositing
ryanstruk 09-06-2008, 09:23 AM I am currently working on a model of a Chrysler crossfire Using maya 2008. it is nearing completion and I have a high resolution hdri which I will use as an image-based light. the image is of an old warehouse interior. I am unsure of what to use as a background, whether I create a scene, or use a bmp. should I use an application like combustion for compositing the final image or should I use ps? considering it will be a still image. Is it important to have the exact same background image that I used for the lighting?
Can anyone refer me to a tutorial or guide that will explain how to line up the render to fit in with the 2d background and have a separate shadow that I can realistically combine with the background, I am trying to go for photo realism.
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thundering1
09-07-2008, 03:27 AM
Actually, you can use the HDRI image IN Maya to render "all in one".
"Is it important to have the exact same background image that I used for the lighting?"
It's whatever you want it to be for the final image. Granted, I'd make a floor for it ot sit on for proper shadows, but the entire background would be the hdri image used.
No compositing needed, unless you're going for something else as far as the final image - like it's not actually in the warehouse, but in a garage - let's say you just wanted the properties of the lighting from the hdri image used.
And yes, I'd use PS for compositing (I'm a PS junkie) - you can render out an alpha of the car, that way you get a perfect cutout in PS and you can put it anywhere you want it, in front of any background you feel is appropriate.
Did this help in any way?
-Lew
ryanstruk
09-07-2008, 11:27 AM
thanks, that makes sense. I have done a quick render, is that the general idea? I suppose once I work out how to cast a shadow on a render invisible plane it should "anchor" it to the ground. Strangely if I dolly the camera further out it doesn't appear to change the position of the background in the render despite apparently being changed in the view port. how does one get better resolution out of the background considering the hdri used was around a 50 MB file?, I expected it to look a little cleaner
http://i210.photobucket.com/albums/bb176/Mingzhus/xfire.jpg
thundering1
09-07-2008, 01:55 PM
I suppose once I work out how to cast a shadow on a render invisible plane it should "anchor" it to the ground.
Yeah - that's what I was talking about - I'd make a ground plane of concrete and put it in place so the car is actually sitting on a piece of geometry which will react to the lighting.
And as far as the resolution of the HDRI map - they're usually stretched all over the place, having been taken from a silver ball which is why they don't look "crisp". In this render you're only seeing a tiny portion of it blown up - there's another 300-probably degrees in that image we don't see from this render.
The only way to beat this is an image map that is from something like the Spheron camera - it's freakin' enormous!! It's a 50MP camera that spins and takes images of 10 degree strips - bizarrely detailed!
As your image currently is, what you can do is output with an alpha map of the car itself, and make adjustments both to the background image, and the car to match them as far as lighting. This would allow you to also make your own shadows if you're comfortable doing that. You can go all over the place with this render in Photoshop - just how comfortable are you at messing with re-lighting a scene will determine how far you go with it.
Did this make sense? Hope this helps-
-Lew ;-)
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