Mental Ray for BK5100

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Transcription:

for BK5100 Practical guide: Global Illumination Interior and MIA Materials Tweety 1 Technisch Ontwerp en Informatica

Lecture overview Final Gather Exterior Lighting and rendering an exterior scene using the Physical Sun and Sky Final Gather Interior Lighting and rendering an interior scene using FG Global Illumination Interior Lighting and rendering an interior using photons Render Quality settings 2 MIA Materials

Quality Settings Anti-Aliasing Quality 3

Quality Settings Anti-Aliasing Quality It is all about sampling; the more samples the higher the quality, but also the longer the render time. Therefore selecting the right number of samples can save a lot of time. More samples are needed in area s with high contrast (like edges of objects) When using adaptive sampling the computer will select the appropriate samples levels for each rendered region. 4

Quality Settings Basic Sampling, not that smart. 5

Quality Settings Adaptive Sampling, more possibilities 6

Quality Settings Combined with contrast, it works good 7

Quality Settings And its possible to get high quality without the longer render times 8

Quality Settings Filtering - Takes into account the neighboring pixels to get a smoother result. Box The fastest way to get relatively good results. Triangle (default) More processor intensive than box, but offers even better results. Gaussian Produces the best results, but is the slowest to render. Mitchell, Lanczos Mitchell (clip) and Lanczos (clip) are alternatives to Gaussian that offers slight variations in contrast (tends to increase). Mitchell increases less than Lanczos. 9 Box Triangle Gauss Mitchell Lanczos

Tone mapping MIA Exposure Control» TOI-Pedia: Tone Mapping produces HDR output. This often results in overexposed images. Tonemapping helps to control this 10

Tone mapping Nodes in the Hypershade 11

Tone mapping Mia_exposure_simple 12

Tone mapping Mia_exposure_simple: Gain 13 Gain = 0.1 Gain = 0.3 Gain = 0.5

Tone mapping Mia_exposure_simple: Compression and Knee 14 Compression = 0 Compression = 2.5 Compression = 0.5

Tone mapping Mia_exposure_simple: Gamma produces true linear color data with physical lighting. The problem is that humans don't perceive color values which are numerically twice as big, as twice as bright. Here is where gamma correction comes in. 15 Gamma = 1.8 Gamma = 2.2 Gamma = 2.6

Global Illumination - Interior Lighting and rendering an interior scene using photons» TOI-Pedia 16

Global Illumination - Interior Hands-on demonstration! 17

Global Illumination - Interior A quick overview of the main points 18

Global Illumination Lights Use normal Maya lights Enable Raytrace shadows Enable Photon Emission Attach the Physical Light shader Leave the regular intensity at 1.0 Use exposure control (Tone mapping) to scale down the HDR results to LDR range and for fine-grain control of your image 19

and arealights You must enable Use Light Shape in order for to use the arealight properly. 20

Global Illumination Lights When using GI, every light has two intensities that are used: Direct light (intensity) Indirect Light (photon intensity) 21

Global Illumination Lights When using the Physical light shader, the regular intensity is ignored and replaced by the value of the Physical Light color. It s up to you to get both intensities to match (or not) To be physically correct: Physical Light value = Photon intensity / PI 22

Physical Light Shader To get soft light borders while using a Physical Light shader, the light source must have an area. Pointlights and spotlights are not suitable, because the light originates from a single point The soft borders of a spot light, using the Penumbra angle, are faked. The light is still a point source. When using a Physical Light shader, this faking is ignored (it s physical, not fake) 23

Global Illumination Render Settings Set your Render Settings to basic settings for quick rendering Anti Alias Quality: -1 1 (triangle filter) GI Accuracy: ~100 Photon radius: ~ 1.0 Raytracing: ~ 2 2 4 (depends on scene!) Photon tracing: 3 1 4 (depends on scene!) Resolution: 320 x 240 24

Global Illumination General Workflow Start with one light Get the intensity about right If that s OK, add more lights (not too many at a time) Keep the total number of lights as low as possible: Are the lights really necessary? Are they visible at all? Can you aggregate lights? Enable Final Gather 25

Global Illumination Production Increase Resolution Increase number of photons Increase Photon Accuracy Increase FG settings Point density (~ 0.6-1.0) Accuracy (~ 30-100) Interpolation (~ 20-50) Filter? Only when needed Anti Alias Quality Samples: 0 2 with gauss/mitchell filtering 26

Materials 27 Nisus

Materials From Maya 8.5 we have the Architecture and Design material (MIA material) Compared to the default Maya materials (lambert, blinn and phong) this material has a lot of extra attributes 28 Autodesk

Materials One of the most important features is that this material is automatically energy conserving, which basically means that energy is not magically created. So physically correct! In practice this means that when the reflectivity value is increased, the diffuse and transparency are decreased because: Diffuse + reflection + refraction <= 1 29

Materials BRDF Reflection depending on the view angle 30 Autodesk

Materials Ambient Occlusion Simulates the look of Global Illumination by mimicking areas of blocked light. Very useful for getting a greater sense of depth in an image 31 Autodesk

Materials Glossy Reflections Creating glossy reflections by simulating micro-facets in the surface. 32 Autodesk

Materials Refraction Light refracting when passing an object. 33 Autodesk

Materials Translucency Different kind of transparency where the view trough is blurry or distorted. To simulate: rice paper room dividers etc. 34 Autodesk

Materials Anisotropy Size and direction of the materials highlight. 35 Autodesk

Materials Some examples of this material 36 Jeff Patton

Materials More information is in the TOI-Pedia! 37 Jeff Patton