Hi all,
In this tutorial we are going to look at how we can use Final gather & HDR maps to create image based lighting scene.
Step1 :
This is the scene that i am going to work with, It's simple setup teapots with some architectural maps.
Ok lets' start first we need to create sphere to work as our environment , go top view , go to primitive section create a sphere. make sure that it'l cover our scene fully.
Step 2:
Ok , lets apply texture to our sphere. to do that go to material editor ( press m) , select available slot and change it diffuse color and ambient color to black.
Step 3 :
Click on global illumination field, put the check mark and put a bitmap into self illumination field. Apply a HDR map as your bitmap , when importing the HDR map, put the check box in 32 color data field as shown below.
Step 4:
And assign that texture to our sphere.
Step 5:
To add more details to our scene, goto render settings ( press F10), and under Indirect Illumination enable Final gather. ( make sure that you have change your render as the mental ray) . make a test render ( press F9 ) , you can see much more realistic scene.
Step 6:
but we have lot of lights , to override this effect add Standard omni light in scene. make it intensity to lower value ( 0.2 ) .
Step 7 :
To make more realistic . goto our final gather settings and we need to adjust some parameters to yield a high quality scene.
Step 8:
After some tweaks i get a following render output. Also further we can add some exposure control to our scene.
Step 9 :
To add exposure control goto rendering menu----> exposure control. choose mr Photographic Exposure control
Step 10 :
make some tweaks to parameters as shown in below.
here some example by using several HDR Images.
In this tutorial we are going to look at how we can use Final gather & HDR maps to create image based lighting scene.
Step1 :
This is the scene that i am going to work with, It's simple setup teapots with some architectural maps.
Ok lets' start first we need to create sphere to work as our environment , go top view , go to primitive section create a sphere. make sure that it'l cover our scene fully.
Step 2:
Ok , lets apply texture to our sphere. to do that go to material editor ( press m) , select available slot and change it diffuse color and ambient color to black.
Step 3 :
Click on global illumination field, put the check mark and put a bitmap into self illumination field. Apply a HDR map as your bitmap , when importing the HDR map, put the check box in 32 color data field as shown below.
Step 4:
And assign that texture to our sphere.
Step 5:
To add more details to our scene, goto render settings ( press F10), and under Indirect Illumination enable Final gather. ( make sure that you have change your render as the mental ray) . make a test render ( press F9 ) , you can see much more realistic scene.
Step 6:
but we have lot of lights , to override this effect add Standard omni light in scene. make it intensity to lower value ( 0.2 ) .
Step 7 :
To make more realistic . goto our final gather settings and we need to adjust some parameters to yield a high quality scene.
Step 8:
After some tweaks i get a following render output. Also further we can add some exposure control to our scene.
Step 9 :
To add exposure control goto rendering menu----> exposure control. choose mr Photographic Exposure control
Step 10 :
make some tweaks to parameters as shown in below.
here some example by using several HDR Images.
Hi,
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