Render methods, Compositing, Post-process and NPR in NX Render

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Render methods, Compositing, Post-process and NPR in NX Render

Overview What makes a good rendered image Render methods in NX Render Foregrounds and backgrounds Post-processing effects Compositing models in photographic backgrounds Non-photorealistic rendering Radiosity

What makes a good rendered image Geometry Context Lighting Composition Materials

Scene Geometry Scene geometry adds context Provides surfaces to cast shadows onto Provide reflections in raytraced objects Indication of scale and weight Compositional element Create scenery libraries

Scene Geometry Create your own scenery library Scenery provides surfaces to cast shadows onto Place model slightly above base plane

Setting thet view Define a view early in the image creation process Focusing on one view simplifies the problem

Setting the view Frame Composition The 3rds principle Centres of interest coincide with vertical/horizontal thirds Set horizon line, if applicable, level with upper or lower third line Negative space Can be a good way to get a more interesting composition Experiment there are no rules 3rds Priciple Using Negative Space Strong central composition

Setting the view Perspective Photo-realism requires perspective view Distance defines the amount of foreshortening Use Distance equal to front clip plane as a starting point Preferences>Visualization

What makes a good rendered image Scenery can help communicate design ideas and add realism Set up a view early on - take time to compose the shot Lighting is key to communicating the objects 3D form borrow ideas from photography Develop a materials and textures library of your own Post process can add an extra touch of realism but its not always needed

Working Quickly - Performance Window size matters (smaller is better) Resize render window Sub-Region rendering Work with smallest file possible Modeling structure has an impact Rendering control Use lowest render mode that allows you to work View>Visualization>High Quality Image>Setup Shade

Working Quickly - Render Methods Trade off time against quality View>Visualization >High Quality Image Flat Gouraud Phong Improved Preview Photorealistic Raytrace Raytrace/FFAA Radiosity Preview renders for modelling verification Higher render modes used to preview materials Final render No RT Final render - RT Global Illumination method

Render Methods Super Sample Super sampling internally renders an image Super Sample parameter times as large as the output resolution in width and height Image is scaled down to output resolution Sampling Current Can rate effectively increased render style used use a lower render mode Render time increases exponentially! Final image

Render Methods Raytraced FFAA Raytraced render method can suffer from pixel dropout where detailed features fall between samples Raytraced Raytraced FFAA renders the image internally then looks for areas of high frequency change and samples at a higher rate This method is more efficient than the super sample technique Raytrace FFAA

Render Methods Glass Example Photo-real Raytraced Super Sample x4 Raytrace FFAA

Render Methods Detailed Bump maps Photo-Realistic Raytraced/FFAA Photo-Realistic + super-sampling * 4

Render Method - Output Options Render method No ray-traced reflections/shadows use photo-realistic Scene contains Ray-traced shadows or reflections use Raytraced Where very fine detail is lost with other render modes use Raytraced/ffaa Rendering detailed bump maps Use Raytraced/ffaa or Photorealistic with Super sampling Shadow Maps Set shadow detail to Extra Fine

Raytrace optimisation - Options Subdivision depth Default 0 Use higher values when looking at a small part of a large model where raytrace materials are used Raytrace Memory Memory allocated for the raytrace octree data If this memory is exceeded the octree data will be regenerated. For large models this can happen often and have a big impact on render time. Increase this to 128Mb for large models

File output Tiff files at user defined resolution Image size defaults or user defined Format = raster image Render then save file QTVR panorama QTVR Object Movie High or low quality settings Number of images around the object Increased smoothness of movement

Foregrounds Fog Ground Fog Snow TIF Image Light Scatter Depth Cue Ground Fog Fog Light Scatter Slower, but more accurate Depth Cue Useful for fades

Foregrounds - Depth Cue Fades Depth Cue can be used to hide scene geometry edges Near and Far distance parameters Set Near distance to beyond the model Set Far distance to before far clip plane View > Visualization > Visual Effects > Foreground

Backgrounds Clouds Set Detail high Graduated Plain TIFF Image Ray Cube and 2 planes Important for RT reflections View > Visualization > Visual Effects > Background

Post Process Features relating to photographic lenses. Depth of field Lens Flare View > Visualization > Visual Effects > Special Effects

Post Process Lens Flare Burst of light caused by photographic optics Works well with animation Consider compositing afterwards for still images

Post Process Depth of Field Depth of field Image is blurred based on depth Simulation of real photographic lenses Focus plane can be defined

Compositing models in photographs Shadow catcher can be used to composite a model into a photographic image Image Background Model Shadows from model

Compositing models in photographs Create a bounded plane underneath your model

Compositing models in photographs Set a tiff image background using a photo of a scene

Compositing models in photographs Adjust the view to match the photo

Compositing models in photographs Apply shadow catcher to the surface

Compositing models in photographs Set up lights that cast shadows Try to approximate the light in the photographic background

Non-photorealistic Rendering Artistic Image 8 styles with user parameters Cartoon ColourWash Pencil Shade Solid styles Hand Drawn Ink Print Lines and shadows Rough Pencil Stipple View->Visualization->Artistic Vector Styles Background shows through

Non-photorealistic Rendering

Non-photorealistic Rendering

Radiosity Radiosity is not a render method it is a lighting pre-processing step. 1. Light is emitted from the light sources to the surfaces in the scene 2. The light from all of those surfaces is then emitted into the scene 3. Step 2 is repeated until the required accuracy is reached Radiosity is suitable where large areas of the model are lit by secondary light (bounced off other surfaces) Not suitable for models floating in space as it requires surface to bounce light between Diffuse light only is considered so it is not suited to scenes where the majority of the materials are highly specular Radiosity is compute intensive

Radiosity Set up lights as normal but with no ambient radiosity calculates this accurately Set render method to Radiosity Advanced Image Options Radiosity settings Always tick Use Midpoint Sampling Start with low Radiosity Quality and work upwards Distribute excess light will add in illumination that hasn t been computed - like an ambient light. As the solution progresses and becomes more accurate this effect is reduced

Radiosity Standard render Radiosity Reflected red light from the base Shadow artifacts

Hybrid Radiosity Set render method to Hybrid Radiosity Hybrid radiosity calculates a solution for bounced light then removes the direct light Direct light and shadows are rendered in the normal way This avoids shadow artifacts while still giving secondary (bounced) light

Hybrid Radiosity Radiosity Hybrid Radiosity Reflected red light No Shadow artifacts