Teach You The Use Of Hdr Maps In VR

HDR is a high dynamic range texture, the full name is High Dynamic Range, in short, is the light beyond the ordinary light color and intensity. With the help of HDR, we can use color values beyond the normal range, so we can render more realistic 3D scenes. Generally, computers use 8bit (256) or 16bit (65536) levels to distinguish images when representing images. The brightness of the image, but this area hundreds or tens of thousands can not reproduce the real natural lighting conditions, beyond this range you need to use HDR map.
Below are two contrasting renderings

The first picture is the picture with the HDR map added, skylight (HDR map) + reflection (HDR map) + refraction (HDR map) + VR surface light (off the effect of highlights, affecting reflection); the second picture is skylight The effect of the 1.0+VR surface light (which affects the high light and affects the reflection).
HDR textures are better suited for use in open environments. When you want to represent a single object, or a group of objects, HDR maps perform well in scene illumination and refraction. However, indoor scenes and outdoor scenes are not suitable.
The role of HDR maps is mainly used to achieve scene illumination and analog reflection refraction, so that objects behave more realistically.
Let's take a look at how to use HDR maps:
I created a simple scene with two glass cups, a metal teapot, a ceramic dish, and a metal spoon fork.

Settings in the render panel: default lighting: off, skylight: off

There is no light source in the scene, and the rendering is black.

We started to make the scene light up, turn the sky on, and render the image.

See, at this time the object of the scene does not show texture, below we open the reflection channel, click once, find VRHDR, and open the refraction channel, drag the VRHDR of the reflection channel to the refraction channel, and associate the copy.

Drag the HDR of the reflection channel onto the shader and copy it.

Edit the parameters of the HDR map on the shader

In this case, I adjusted two places. Everyone looked at what kind of effect they wanted and tried more. The rotation angle of the texture and the multiplier affect the rendering.

The picture at this time

You can also add HDR textures to the skylight channel to achieve the effect of lighting the scene, but usually the hdr color will affect the object itself (like the image below), so this requires us to adjust by changing the color of hdr.

Click in the light channel, find the RGB Tint, associate it to the shader, and then associate the hdr map to the RGBTint.

These three colors make the color of the texture black and white.
Render the picture, you will see that this picture is brighter than the previous HDR when there is no HDR, the contrast is high, the color is positive.

Finally, we put a light on the side to make the picture layer richer.

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Tutorial: V-Ray for 3ds Max Making Forest Park Restaurant
Tutorial: V-Ray for 3ds Max Making Forest Park Restaurant
As the leading cloud rendering services provider, Fox Renderfarm is here to tell you how to make forest park restaurant using V-ray for 3ds Max.The case study presented to you this time is based on a person's conceptual design - a restaurant that is intended to be built next to a waterfall and surrounded by vegetation. From design to final performance, it is all done by one person. The overall production idea is worth sharing with you. The software used is 3ds Max, V-Ray for 3ds Max, Photoshop. 1. Architectural Modeling and Material AssignmentIn the early stages of design, conceptual sketches can be drawn in the form of paper and pencil. According to the characteristics of the Tongas National Forest Park, combined with personal preferences, the general appearance of the base is restored and the general shape of the restaurant is designed.The 3ds Max was then used to complete the modeling of the restaurant, refining the details of each part of the restaurant from three dimensions.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-1Because this design does not require the display of interior details, some ready-to-use chair models can be used directly, without the need for exquisiteness. Together with the temporarily created table and luminaire model, it is placed inside the building, so that the interior has certain details related to the subject.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-2After the main body model is completed, the corresponding materials are given to each part. The structural part of the building is mainly black steel. The material is generally created by the method of making metal. However, in order to make the surface of the material more vivid, a texture of stainless steel is used as the mask, gloss map and bump map, the metal surface has a slight color change and reflection gloss changes.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-3The following is a node diagram of the material. In addition to the base material, the dirt effect is added to make the stain effect appear on the concave corner of the steel. Of course, this effect can be selected by adding PS in the later stage.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-4Since the main body of the building is far away from the camera, all aspects of the details can be appropriately reduced, especially the object that is occluded. Therefore, the rest of the restaurant model uses only three material balls, one is glass and the other is wood (for table) The same one), one is stainless steel. Stainless steel may be a more interesting material, but it is not clear in this scene, so it only gives a diffuse reflection and bump.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-5 !Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-6In the end, the complete building body was initially obtained.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-7 2. Scene LightingThis step can be made according to personal habits. Here, lighting, modeling, and materials are synchronized. At the beginning of the modeling, the lighting is placed according to the design, because the lighting is an indispensable part of the design. Because it is a conceptual scene, the illumination does not have to be too limited to reality. It can be adjusted according to preferences. In order to highlight the existence of the main body of the building, you can use the shadow to block the less important places, and at the same time highlight the context of the scene and form a contrast between cold and warm. It even reduces the difficulty of the late fog.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-8 !Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-9The light source of the scene is mainly divided into three parts.The first is V-Ray sunlight, from the perspective of the camera, from left to right, and the sun is low.The second is a dome dome lamp loaded with an HDR from Peter Guthrie at dusk, but the overall tone is cold.The third part is the lighting in the building. The spherical light of the v-ray is placed directly inside the luminaire. Combined with the double-sided material properties of the luminaire, the lighting environment can be guaranteed while ensuring the visual effect of the luminaire itself. Finally, four spotlights are used. Illuminate the bottom of the second floor to highlight the outline of the building's main body.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-10 !Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-11 3. Environmental Modeling and Material AssignmentThe next step is to start the environment modeling, first creating a large plane that covers the range seen by the camera and uses it as the ground around the building.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-12However, the surrounding area of the restaurant is not a flat ground, there is a river passing by, you can use the drawing function in the editable polygon to create the bump effect of the ground, and use the noise modifier to further add subtle height changes to the ground. At this point, create a plane, use it as a water surface, combined with the ground with high and low changes before, easily produce the effect of water. Of course, when brushing the terrain, you should consciously shape the riverbed instead of carving it at will. Use a similar approach to create more undulating relationships for the ground and get a preliminary environment.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-13The ground is almost done, and there is no difficulty in this step. Next is the cliff waterfall, you can first use the spline to hook out the plane of the cliff, then use the "clothing generator" modifier to generate the grid, and finally use the "replacement" modifier (placed the noise map) to generate the height difference Of course, use the soft selection to determine the area where the bump is to be generated before using the noise. In the upper part of the cliff, considering that the camera could not see her full picture, I only built a small part of the top of the cliff and then combined it with the model.Use the plane to pull out a simple shape, then use the turbine to smooth the mesh, and finally use the noise modifier to give the model a bump change that simulates the rough effect of the rock surface. However, a cliff does not seem to be enough, so I copied a few more, and finally got the following effect, the environment has been basically built.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-14The environmental model has been roughly completed, and the corresponding materials are given to the various parts of the environment, including the dirt on the ground, the rocks behind the restaurant, and the rocks on the cliff. In order to reduce the workload, it is not intended to increase the details on the model, but to directly use the texture with sufficient information to achieve complex surface effects.Real displacement Texture by Christoph Schindelar is a seamless map of 3D scanning with accurate diffuse, normal, gloss and displacement information to create realistic and reliable surface effects.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-15In order to show the high quality of the material, I made a few small tests. The following three materials are given to the scene, and the distribution is as follows.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-16 4. Vegetation AdditionHere we use the itoo's grass model, convert it to a proxy, and use the advpainter for manual distribution.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-18 !Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-17 5. Rendering and Post-ProductionThe scene is now almost processed, and finally the remaining material is filled, such as the water surface, and finally a complete scene. Raise the render parameters and add the render element zdepth (set the distance according to the scale of the scene) and change the output resolution to 2560×1440. Let's take a look at the changes from model to lighting to final rendering.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-19After rendering the basemap, put it into Photoshop to adjust it. Content like waterfalls and water fog, which is handled later in the post, is very advantageous for still frames. Because the color of the waterfall itself is not complicated, its characteristics are mainly reflected in the light effect of water vapor and the water body on both sides. At this time, you only need to use the polygon to simply pull out the waterfall, and process it into black and white, then use the color scale to remove the unnecessary parts, and finally repair it with a brush to get a pure waterfall "flowing body". Take one of the waterfalls as an example,!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-20The only thing left is to polish. Adjust the overall color brightness and tendency, add a halo to the exposed area, add the lens vignetting effect, and the final result is born.Fox Renderfarm hopes it will be of some help to you. As you know, Fox Renderfarm is an excellent cloud render farm in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!Article reference article shared by 3d artist Yu Dejie
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2019-08-21
The Production And Rendering Process Of Office Building' s Night Scene
The Production And Rendering Process Of Office Building' s Night Scene
In this article, the best CPU & GPU render farm service provider, Fox Renderfarm, will share with you a production and rendering process of office building's night scene. For landscapes and architectural drawings, designers need to grasp the aspects of volume, texture and light efficiency. The following is a case model, although the scale is not very large, but the details are complete. Part 1. Case CollectionBefore you make a production, you can find some reference pictures of the effects. If we are going to make a night scene, then the reference picture is also a night view. Part 2. Model AdjustmentThe original model has been built to the details of the scale, in order to make the model look more perfect, here added the glass frame part of the window frame, floor, and some railings and other handrails. Then, taking into account the scene, and adding some scenery buildings, floor lights and street light poles according to the original general situation of the site. Part 3. Light and Material Referring to the building in the case, I first used a night scene HDRI to illuminate the scene, followed by interior lighting, outdoor entrance lighting, ground lighting (illuminated building exterior) and red atmosphere lighting. I only did a simple lighting test, because the intensity of the light may need to be adjusted after adding the material. In fact, I added the light and material synchronously. In terms of material, I chose two concrete materials made by Arroway for the wall and the entrance floor. The rest of the railings, window frames, and glass are of course simply set up, and the textures are not mounted. The interior uses the dark glossy wood flooring material that Thea comes with. After the initial setup of the lights and materials, it is necessary to start a long test rendering. Here are a few test renderings, which relate to the adjustment of the light environment and materials. Part 4. Mapping and ChannelOnce the various parameters have been determined, the rendering begins. This time I used the BSD engine, because the Presto engine will give up some of the lights that are far away, occupy a small distance, have little impact on the picture, and are not easy to detect due to resource saving. However, these lights are considered to be more important. After choosing the right parameters, I waited patiently for more than 3 hours. Since BSD does not use the GPU for rendering, its algorithm is obviously not as good as Vray, and the speed is slower. The following is a map and a channel map. Alpha\\Material_ID\\Object_ID\\Depth will be used in the channel. Others such as Shadow\\GI\\Diffuse can also be checked to prevent use. Thea is different from Vray. Checking the channel map will significantly affect the final rendering speed, which will slow down the rendering speed by 10%~20%. Vray doesn't seem to slow down the rendering speed because of the checkmark. Post-production ProcessSince the normal pattern rendering is not used, the post work is slightly more cumbersome. First of all, the landscape building is replaced with photo material from CGTEXTURE, and the overall light and dark relationship is adjusted to make it harmonious.Adding plant scenes afterwards is also a long process. The reason is that you need to find a perspective relationship and a relationship between light and dark. The latter is the most time-consuming, and this process needs to be done in the reference case picture and in the process of continuous modification and balancing. The method of adding characters and plants to the scene is no different, and it is also an individual activity. After the scenes are added, adjust their brightness and warmth again and thoroughly into the picture.Ultimate Weapon: The Topaz Adjust filter adds a portion of exposure, detail and contrast to unify colors in one shade. After some minor adjustments, I got a picture. That's all. As the leading cloud rendering service provider, Fox Renderfarm hope that you will gain something in this tutorial, especially for the built environment, space and light and shadow. Thank you for reading!
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2019-04-24
Why V-Ray Render is Black in SketchUp And How To Fix it?
Why V-Ray Render is Black in SketchUp And How To Fix it?
When many people encounter rendering with V-Ray for SketchUp, the rendered image is all black or partially black. As the best CPU & GPU render farm service provider, Fox Renderfarm will explore with you the reasons of v-ray black render problem and solutions. The Reasons and Solutions When Rendering Image Become Black in V-Ray For SketchUp Reason 1. SketchUp's file storage mechanism is different from other softwareThere is a case where SketchUp's file storage mechanism is somewhat different from other software. It packs the model and texture in a SKP, so even if you don't copy the texture file, SketchUp can still recognize it, but V-Ray must need a texture path. So, when the computer or the path have been changed, the V-Ray texture map was actually wrong, so the diffuse texture Gamma correction was biased when the file was opened.Solution: We can delete all the data of V-Ray in the extension program, and then reset all the materials, lights, and rendering parameters. And to force the back of the model to be hidden. If it is still black, try again to adjust the background to white. Reason 2. The sky is rendered blackSolutions: Please check the following items:Methods 01. Whether the background is on, whether the average color is black, whether SKY is on, and whether SUN1 is linked.Methods 02. Whether the default light source starts, reset the Option. Reason 3. Rendering glass appears blackV-Ray for SketchUp is often prone to appear black in rendering glass because VR has highly reflective objects such as glass, mirror, stainless steel, indicating that the inherent color of the material (diffuse reflection) is itself the black color, plus nothing around the object, can naturally reflect the inherent color of the diffuse reflectionSolution: The solution is to place some detail around the object that can be reflected, or to lighten the color of the diffuse reflection. If the glass material is normal (check Fresnel, etc.), if you are using single-sided modeling, you can flip the surface, and the one side has front and back. SummaryThis is all Fox Renderfarm's analysis of the v-ray rendering black problem, hope you solve your problem successfully. Fox Renderfarm is a very powerful, safe and fast cloud rendering farm, and you will never encounter such problem if you use Fox Renderfarm. Fortunately, Fox Renderfarm supports most popular 3D software, renderers and plugins incluindo V-ray, so just give it a try!
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2019-05-07
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