April, 2009

Vray grass tutorial part 2

cam02_longgrass0000View large

Before I get on to the material settings for the grass I’m going to show how I used similar techniques as in part 1 to make shorter grass. This time, I made 5 new individual blades, and made them a lot smaller, more random and also gave them a texture.

I made 3 lengths of grass, the longer ones had taller, less curved, blades. These were then scattered about 1000 times onto a 500mm dia. circle using advanced painter in randomize mode. The next step was to attach all blades into one editable mesh/poly and reset the xform, this seems to be vitally important before exporting it as a vrayproxy. Before I did this, the vrayproxy was using huge amounts of memory when rendering.

grass01

Short grass

grass02

Longer grass - some stats: approx 8000 polys per proxy x 1000 proxies = approx 8 million total polygons. 3dsmax uses about 2 gig memory for this scene and each view rendered pretty quickly considering I had vrayfog and depth of field on.

Note: I use vrayscatter (a commercial plugin but well worth the money) to scatter the proxies. There are lots of tutorials for it here. You can also use scatter by Peter Watje, advanced painter, Forest by Itoosoft, Groundwiz Planter or 3dsmax particles.

Material set up:

The main material for the grass is a multi-sub object with 3 materials within it. Each of the original 5 blades of grass were assigned one of these material IDs at random before they were scattered. Each material is a vraymaterial within a vray2sidedmaterial. Hopefully the screenshots are enough to describe the set up. The three sub materials are all essentially the same, and use the same Bitmap, but use a color correction map to subtly shift the colour (hue). The vray2sided material gives the SSS effect, and is the best option for thin geometry (no thickness) like grass and tree leaves.

mat01psd (click for larger size)

You can optionally try turning off ‘trace reflections’ to try speeding things up. This means the grass will still pick up highlights from the sun, but won’t pick up proper reflections, like the colour of the sky. I found the speed increase to be hardly noticeable in my tests, and it just didn’t look as good.

cam01_longgrass0000View large

cam01_clover0000View large

cam02_cloverView large

UPDATE:

There’s nothing special about my render settings or scene set up for this scene, just a vraysun & sky, vrayphysical camera and my usual colour mapping settings. To make the renders look a bit more interesting I decided to play a bit with sun and shadow, and also back lit the grass so that the transparent effect was evident. As you can see from the screengrab below, I have the sun coming from slightly behind the brick wall, and it is also very low in the sky. When experimenting with materials it’s very important to set your scene up to mimic an effect you would see in the real world.

grass set up
Click image for full size

If you are interested in downloading an example scene, please visit the tutorials section of vray.info and navigate to the 2nd part of my grass tutorial.

architectural photography

process

New recently completed project in the photography gallery for Ian Springford Architects.

Typical processing workflow is something like:

- compare all bracketed exposures in Adobe Lightroom, flag the most likely ones, eventually end up with the best one
- adjust exposure, white balance
- remove chromatic aberration, vignetting
- remove sensor dust spots with spotting tool
- export tiff to ptlens, correct any distortion & perspective
- back to Lightroom, final crop

Thankfully Lightroom takes most of the pain out of doing this to 250 odd shots, I just wish it was possible to do distortion correction on a dng without converting to a tiff.

HDR Skydome Tutorial


HDR skydome exposure from Peter Guthrie on Vimeo.

For the 7 shots used to make this HDR skydome I used a Canon 1ds mk3 which has superb auto bracketing abilities as well as being very fast and having 21 megapixels. The lens used for these shots was a sigma 8mm fisheye which gives a complete circular image on a full frame dslr. I set the AEB to 7 shots 2 stops apart, which gave exposure times of 0.5s, 1/8, 1/30, 1/125, 1/500, 1/2000 & 1/8000 all at F20. This range of exposures is crucial for capturing the full dynamic range of the sun, which will eventually mean you get good strong shadows when you use the HDR image to light a 3d scene.

_MG_9086

- Process raw files to remove chromatic aberration & to ensure white balance is consistent. I do this in Adobe Lightroom (pictured below), where you can copy the develop settings from the first file, and then batch process the remaining ones to save time.

process DNGs

- Export as 16 bit TIFFs

- Load TIFFs into Photomatix or Photoshop to blend into a single HDR, I use Photomatix as it seems to do a better job of removing ghosting artifacts (from moving clouds).

- Load HDR image file into Hugin. Choose lens type as fisheye when importing, and set the Horizontal field of view to 285 degrees (I arrived at this mostly through trial and error!)

- Hugin will complain that more than 1 image is required - ignore.

- Set pitch of image to 90, and adjust yaw so that sun is centred. If you know where the sun is, it helps later on when you come to rotating the skydome in your 3d application.

- in the stitcher tab, I take off soft blending as there is only 1 image, and press the ‘calculate optimal size’ button. Then hit ‘Stitch Now!’ (saving as a tif)

- Open 32bit tif in photoshop, clone out anything you dont want (dust in my case), save as 32 bit exr. Image below shows how the HDR should look when you drag the exposure slider in photoshop.

_52E9258

(click image for high res version on flickr)

Sometime, I’ll follow this up with something about how I use these in 3dsmax & Vray!

vray override material

The vray override material is a great way of previewing/checking your lighting even when you are a long way into a project. The scene below uses a homemade dusk HDR skydome and vrayIES internal lights which have a colour temperature of 4500 (6000 in the second image) kelvin. I wanted to check the effect 2 alternative IES web files made to the internal lighting in distribution as well as the fancy patterns on the walls. I find having all the materials a neutral colour really helps in balancing natural & artificial light.

ies02

ies01

To set it up, you first make a mid grey material in the material editor and then drag it into the vray override mtl slot in global switches (in this instance I made a material called ‘200′ which has the rgb values 200,200,200):

then you can specify which objects to exclude from the override material (normally glass) in the include/exclude dialog: