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Old 02-18-2004, 05:16 PM   #16
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Khepri : Thanks! I was just looking at your tea_fishy_final.jpg, I think that's my favorite of yours, I love the gritty high contrast look of it.

It's Brian Prince's stuff that I've watched for several years now. Definately an inspiration to anyone who enjoys lighting. Also, solid proof that good texturing and lighting transcends the barrier of "expensive applications." Your work in A:M was just fantastic.

I look forward to seeing more stuff on this thread...

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Old 02-18-2004, 08:27 PM   #17
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Well you are correct Mothermachine, those pics i posted are tests. They're actually my first tests with HDR rendering. I put them up because the subject was "favorite lighting piece" so i felt they were good examples of illumination.

However, to comply with you're reply here are some GI renders i did a while back, hope you like them:






 
Old 02-18-2004, 10:04 PM   #18
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Chopin - i like Across to Nowhere a lot. nice texturing. i've done some experimens with HDRI too but they didnt work out too well. have you seen Paul Debevek's work? HDRI guru. check him out. keep up the good work.
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Old 02-18-2004, 10:26 PM   #19
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FIAT LUX ROCKS!

Yes i have seen Debevec's work...thats what inspired me to experiment with natural light rendering, but i'm actually not sure if i'm doing it correctly...i'm getting good results as you can see, but i don't know if its the right way of setting of a scene the way i do it.

I posted a thread in the 3d/WIP forum "Rendering with natural light" yesterday check it out...there are two threads i did actually...one i have listed with my basic setup, try it out if you like.

And thanx for the review
 
Old 02-18-2004, 10:43 PM   #20
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cool ill check it out 2morrow when im back from uni.
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Old 02-19-2004, 08:51 AM   #21
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Re: FIAT LUX ROCKS!

Quote:
Originally posted by ChopinLives81
Yes i have seen Debevec's work...thats what inspired me to experiment with natural light rendering, but i'm actually not sure if i'm doing it correctly...i'm getting good results as you can see, but i don't know if its the right way of setting of a scene the way i do it.

I posted a thread in the 3d/WIP forum "Rendering with natural light" yesterday check it out...there are two threads i did actually...one i have listed with my basic setup, try it out if you like.

And thanx for the review


Paul Debevec's films are rendered in Radiance http://radsite.lbl.gov/radiance/HOME.html which is a raytracing renderer, I think written in part by Greg Ward-Larson. I believe that it's freely available to download for personal use as it was a governent funded effort. The scene files for Rendering WIth Natural Light are on www.debevec.org so if you were so minded you could actually render Rendering WIth Natural Light at home. You'll need patience in bucketloads though, and I believe the freely available version may only be Unix compliant.

Good luck

A

PS If you're interested I did a tutorial on using Paul Debevecs's techniques in a RenderMan compliant renderer including making my own high dynamic range maps. It lives here if it's any use to you: www.andrew-whitehurst.net/hdri_tut.html
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Old 02-19-2004, 12:52 PM   #22
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Cheers Andrew W - i'll be sure to take a look soon. Thanks for the info.
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Old 02-19-2004, 10:31 PM   #23
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Cool thread. Heres a couple of my favorites i did. Lightwave 7.5 with interpolated radiosity and a few area lights.

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Old 02-19-2004, 11:29 PM   #24
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otacon: i saw these images a few days ago in another thread. nice work indeed. although you have that typical indirect illumination bleeding problem - noticeable in the intersections where the walls meet the ceiling for instance.

anyone know how to get around this problem?

my guess is that the two intersecting surfaces need to be welded rather than just "overlapped" - am i right? id love to know as this is a common problem.

these renders would be 100% if it weren't for that bleeding.
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Old 02-19-2004, 11:41 PM   #25
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Andrew W - i checked out that HDRI cheap and nasty tutorial you wrote - very interesting. I might look more into HDRI - i know its a bit of a buzzword at the moment and almost as frowned-upon as, say, lense flares, but the results can really improve an image's realism - especially when combined with an indirect lighting method and a traditional lighting rig.

RE Radiance: shame its for Unix! I do have access to UNIX boxes at uni, but I dont have time to play on them these days. Looks like an interesting project, too.

Thanks again for the info.
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Old 02-20-2004, 12:29 AM   #26
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Light bleeding problem

Yeah i had that problem too, but i figured out what causes it. when you use radiosity and global illumination....light will soak through a thin flat surface like a plane. especially at corner and intersections...the way around it is simply to thicken the surface physically. I surround the corners with a cube on the exterior of the model. Kinda like putting silicon around a sink to prevent leaks.

This will prevent light from soaking through. Also you may wanna try simply using cubes to make the walls that way you have two surfaces (both sides of the cube) to filter out the light.

Here's an example of the first solution i mentioned:
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File Type: jpg sample.jpg (16.9 KB, 806 views)
 
Old 02-20-2004, 01:12 AM   #27
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Thanks for the tip. I'll be sure to do that on my next interior.
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Old 02-20-2004, 09:04 AM   #28
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Quote:
Originally posted by mothermachine
Andrew W - i checked out that HDRI cheap and nasty tutorial you wrote - very interesting. I might look more into HDRI - i know its a bit of a buzzword at the moment and almost as frowned-upon as, say, lens flares...


A high dynamic range image has nothing to do with Global Illumination of any sort (which is what I presume you mean is being frowned upon. HDRI maps will improve many elements especially reflections when motion blurred in an old style REYES render, ro rays required. In fact I would be surprised these days if you could find a major production that doesn't use image based lighting in some way. Often it will be used in conjunction with ambient occlusion which also does not necessarily require any type of raytracing. By the way IBL does not equal Global Illumination either, it's perfectly possible to create an IBL pipline without firing a single ray in anger. The local illumination model has life in it yet.

Quote:
Originally posted by mothermachine
RE Radiance: shame its for Unix! I do have access to UNIX boxes at uni, but I dont have time to play on them these days. Looks like an interesting project, too.

Thanks again for the info.


There is a version for Mac OS X too (I presume under the X11 interface).

I'd spend as much time as you can on Unix boxes at college; all the studios I've worked at recently all use Linux, Windows is not flavour of the month at bigger studios. All that time I spent using IRIX machines back in the day has all come full circle. In fact one studio I worked at last year was still using IRIX workstations. Ahh, how the memories came flooding back.

A
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Old 02-28-2004, 05:53 PM   #29
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I've forgot this picture i did some weeks ago. Simple geometries, but i tryed to learn some lighting though.
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Old 02-29-2004, 12:45 AM   #30
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Quote:
Originally posted by mothermachine
I might look more into HDRI - i know its a bit of a buzzword at the moment and almost as frowned-upon as, say, lense flares, but the results can really improve an image's realism


The only thing that's getting to be a cliché is that "clay model with soft shadows" look (which was called the "Arnold Renderer Look" a few years ago, but that faded away...) The appeal of the clay look is not that it looks as good as a professional job of shading and lighting, but that it looks better than a badly done job with a few spotlights.

Within the context of a quality-oriented production that isn't shooting for that monotonous clay look, I don't think there's any reason to avoid using HDRI to drive IBL, and HDRI output and compositing as well, if it's implemented and supported well.

Quote:
Originally posted by Andrew W
[B]By the way IBL does not equal Global Illumination either, it's perfectly possible to create an IBL pipline without firing a single ray[B]


That 100% true, but I can see why people associate them: in many programs - let's say Maya with Mental Ray but no Renderman - the way people do Image Based Lighting is via a Global Illumination solution like Final Gathering in Mental Ray. In some cases, that actually isn't a bad choice for some users, if you compared FG in MR to some of those painful hacks like GI Joe for Maya...

-jeremy
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