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bernhard
08-04-2003, 10:28 AM
Hello friends !

Iīve modeled a simply airplane in nurbs and now, Iīm on the
texturing part.

I only used these three textures for my material.
Color, Bump, and Specular.

Here you can see a testrendering from my airplane, only the mainbody and wings have been textured:
http://www.tophunter.at/3dproblems/spitfire/mainbody_textured3.jpg

As you can see the material isnīt looking very real, and I donīt know why. Of course there must be some really important settings in my material I didnīt recognized.

Iīve used only three maps for my material: (sorry, couldnīt post it direct in this forum, Iīve got a message that I have posted too many images)

Color: http://www.tophunter.at/3dproblems/spitfire/mainbody_color_white.jpg

Bump: http://www.tophunter.at/3dproblems/spitfire/mainbody_bump.jpg

Specular: http://www.tophunter.at/3dproblems/spitfire/mainbody_specular.jpg


The images on the server are compressed and not as good as I have. But, I only wanted to show the textures, because Iīm not sure if the specualr image will be right ? And if itīs okay, that the texture is gray and not colored ?


Well, so thatīs it. I only use these three textures for my material.
Color, Bump, and Specular.

Is that enough ?
Hmm, it would be great if I could get a really photorealistic texture, so that the image after rendering will look absolute photorealistic.

I know that itīs a stupid question: How can I make a photoreaslitc texture ? Hmm, but I have no other idea how I
should ask ? I donīt know if only the lightsources from the HDR-Image will be enough, but I think yes, or isnīt that enough?

Maybe someone can give me very good hints, or I have the luck and there are some shaders for free to find in the internet which I can use on my plane ? Or some really nice texture sources?


But I think that the really important things are the settings in the material. The best thing would be if I could get a material with the right settings for that I want to have. Well, the last idea is one I really love - lol; everyone will understand, because if I could see the material by loading into Maya, I can see the important settings. That is always the best thing how I can learn.

Maybe someone will find a little bit time for my problem,
and can support me with all your good suggestions.

Thank you so much for your help,
bernhard :wavey:

Kabab
08-04-2003, 03:04 PM
I think your model needs alot more detail perhaps look at some reference images.

Perhaps this might help;

http://history.sandiego.edu/gen/st/~jgaffney/aviation/images/ww2/spitfire.jpg

bernhard
08-04-2003, 05:10 PM
hello !

well thx for your reply, well of course I know that my model isnīt perfect and it takes a lot mor of detail. but this is only a render test to see how the texture will be rendered with mental ray and hdri.

and if I would use only a sphere or a cube to demonstrate and see how it will bee, you know.... to look photorealsitc. I think that the material settings are very important, and I donīt have really good experience with the material settings.

thatīs the point.


but thx for your reply,
bernhard

Jozvex
08-04-2003, 11:56 PM
Well the main difference I can see between your plane and the plane photo that Kabab posted, is that the plane in the photo is very reflective and yours isn't.

In the photo, you can fairly clearly see "cOad" reflected in the wing, and the whole plane is quite blue due to reflecting the sky.

So I'd certainly start by turning your material's 'reflectivity' up to say around 0.5 or perhaps higher!

Post another render after you do that perhaps. Obviously though, photorealism doesn't just come from "the right settings" and then bingo it's photoreal.

It takes a good eye for details etc

Kabab
08-05-2003, 12:53 AM
Have a look closely at the picture you can see where all the different panels come together under the paint there are subtle indented lines to get it photo real you need to capture even the finest details like this.

greek_fire
08-05-2003, 03:51 AM
what's the resolution on your textures? maya really likes square rez ie 1024 x 1024.
whenever i want old metal, i usually map a fractal to diffuse channel & play w/ the fractal & 2d placement settings. i usually try to keep it subtle, just enough to scatter the light a bit.
you'll want to play with specualr roll off & eccentricicy (sp?). your specular hilights still have that generic blinn look. you might try increasing the bump depth - some bump maps need it.
also, proper lighting setup often makes a HUGE difference in the way textures are rendered, HDRI or not.
these are the things i've learned to pay attention to when it comes to rendering anyway.
best of luck.

TheWraith
08-05-2003, 03:57 PM
your texture is too grainy. it looks like a watermelon shader was just thrown on the plane. paint is pretty shiny and stays a fairly constant color throughout. even a plane with faded paint is going to have a consistant color. nothing wrong with the scratches and flakes you have on there now but i'd fix all the grain in the texture and then work on the shader and lighting.

bernhard
08-05-2003, 11:31 PM
Hello friends and thank you all for your great suggestions.

Iīve experimented more and more with the settings from the material, and I think I found out how I can get it looking more reflective and a little bit wet.

Maya, Mental Ray with HDRI:
http://www.tophunter.at/3dproblems/last_render.jpg

I think the object does not look very photorealistic now, but of course a much better model wil make a big difference.

So, I will try other meshes, and testrenderings - I think, it only can get better :applause:

hmm, of course I continue to look for more suggestions, informations, links, or shaders that I can use to get a better result.

thank you all soooo much, and special greetings from little Austria

bernhard :wavey:

Jozvex
08-06-2003, 02:16 AM
Bernhard, in your posts you say that you're using HDRI, but in your renders I don't see much evidence of HDRI at all really!

HDRI should produce strong, sharp reflections, and require no lights (unless you need extra lighting). All the lighting should be prided by a HDR image.

For instance take this image (it's not too fancy, it's from my website):

http://www.jozvex.com/images/gallery/lollies.jpg

There are no lights in that scene! All the lighting comes from an image. See how the reflections are strong and sharp?

In your image you still have the faked specular shine-blobs...

uschi
08-06-2003, 09:29 AM
i think you should setup a good shader and a good light setup
then continue with a detail map (screws, seems, bumps, all typo)

your texture looks a bit like "take an image and assign it to a surface"

if youīre using hdri you should use this image as bg too - otherwise it dosen't make sense to use hdri

bernhard
08-06-2003, 12:14 PM
Hello Jozvex, hello uschi and hello to all other friends !

1st let me thank you for your great suggestions, informations & interest.

okay, so here we go:
HDRI: Yes, I use a very popular HDR-Image downloaded from Paul Debevecs website. Itīs the beach probe, you can see here a screenshot:

http://www.tophunter.at/3dproblems/beach_probe.jpg

Maybe I did something wrong? Here what I have done.
Iīve used the original .hdr file, loaded this into HDR-Shop and converted that image from the Light Probe (Angular Map) to a Latitude\Longitude, and saved it as High Dynamic Range Radiance Format (again as a .hdr file).

--> I hope thatīs right ?

And this image, I mapped on the sphere, which I used for the environment.

Another question:
HDRI requires normally no lights, becaus all the lightning should be prided by the HDR-Image. In the default settings, maya produces automaticly a standard light, so that we can see gray primitives.

Is there anywhere a option, where I can switch off this standard lights ? And should I do that ?


Okay, so Iīve mapped this .hdr file on the sphere. Thatīs it.

@uschi:
Yeah, I want to use the .hdr image as background too, but I donīt know how I can do that ? Iīve tried to make a Image Plane for the camera. But if I do it, the image plane is always outside the hdri-sphere, and so you really canīt see it after the rendering.

The other thing is, that I donīt know if I can use the latitude/longitude image as the background.
a) How I can create a really good background image with the beach probe ?
b) How I can make it, that the background image will bee seen after the rendering.

Iīve searched for something that the hdri-image sphere is during the render process invisible. hmmm but couldnīt find it. Maybe someone can help me, that would be soooo great.


Okay, and here is my last test render, the same scene, with all the same settings, but Iīve choosen a new material, and a full high detailed model which I could get from a good friend of mine:


http://www.tophunter.at/3dproblems/bora.jpg

Iīm not sure if the reflections and the material settings are absolut okay - so thank you for every little suggestion, help and information to make it better and more photorealistic.

ciao, ciao,
bernhard

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